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Dungeon Masters Basic Rules Version 0.

Credits
D&D Lead Designers: Mike Mearls, Jeremy Crawford Based on the original D&D game created by
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Monsters
Guidelines for understanding the information found in a iconic constructs. Many creatures native to the outer
monsters statistics are presented below. plane of Mechanus, such as modrons, are constructs
shaped from the raw material of the plane by the will of
Statistics more powerful creatures.
Dragons are large reptilian creatures of ancient origin
A monsters statistics, sometimes referred to as its stat
and tremendous power. True dragons, including the
block, provide the essential information that you need
good metallic dragons and the evil chromatic dragons,
to run the monster.
are highly intelligent and have innate magic. Also in this
category are creatures distantly related to true dragons,
Size but less powerful, less intelligent, and less magical, such
A monster can be Tiny, Small, Medium, Large, Huge, as wyverns and pseudodragons.
or Gargantuan. The Size Categories table shows how Elementals are creatures native to the elemental
much space a creature of a particular size controls planes. Some creatures of this type are little more than
in combat. See the players D&D basic rules or the animate masses of their respective elements, including
Players Handbook for more information on creature the creatures simply called elementals. Others have
size and space. biological forms infused with elemental energy. The
races of genies, including djinn and efreet, form the
Size Categories most important civilizations on the elemental planes.
Size Space Examples Other elemental creatures include azers, invisible
Tiny 2 by 2 ft. Imp, sprite stalkers, and water weirds.
Small 5 by 5 ft. Giant rat, goblin
Fey are magical creatures closely tied to the forces of
nature. They dwell in twilight groves and misty forests.
Medium 5 by 5 ft. Orc, werewolf
In some worlds, they are closely tied to the Feywild, also
Large 10 by 10 ft. Hippogriff, ogre
called the Plane of Faerie. Some are also found in the
Huge 15 by 15 ft. Fire giant, treant Outer Planes, particularly the planes of Arborea and the
Gargantuan 20 by 20 ft. or larger Kraken, purple worm Beastlands. Fey include dryads, pixies, and satyrs.
Fiends are creatures of wickedness that are native
to the Lower Planes. A few are the servants of deities,
Type but many more labor under the leadership of archdevils
A monsters type speaks to its fundamental nature. and demon princes. Evil priests and mages sometimes
Certain spells, magic items, class features, and other summon fiends to the material world to do their bidding.
effects in the game interact in special ways with If an evil celestial is a rarity, a good fiend is almost
creatures of a particular type. For example, an arrow of inconceivable. Fiends include demons, devils, hell
dragon slaying deals extra damage not only to dragons hounds, rakshasas, and yugoloths.
but also other creatures of the dragon type, such as Giants tower over humans and their kind. They are
dragon turtles and wyverns. humanlike in shape, though some have multiple heads
The game includes the following monster types, which (ettins) or deformities (fomorians). The six varieties of
have no rules of their own. true giant are hill giants, stone giants, frost giants, fire
Aberrations are utterly alien beings. Many of them giants, cloud giants, and storm giants. Besides these,
have innate magical abilities drawn from the creatures creatures such as ogres and trolls are giants.
alien mind rather than the mystical forces of the world. Humanoids are the main peoples of the D&D
The quintessential aberrations are aboleths, beholders, world, both civilized and savage, including humans
mind flayers, and slaadi. and a tremendous variety of other species. They have
Beasts are nonhumanoid creatures that are a natural language and culture, few if any innate magical abilities
part of the fantasy ecology. Some of them have magical (though most humanoids can learn spellcasting), and a
powers, but most are unintelligent and lack any society bipedal form. The most common humanoid races are
or language. Beasts include all varieties of ordinary the ones most suitable as player characters: humans,
animals, dinosaurs, and giant versions of animals. dwarves, elves, and halflings. Almost as numerous but
Celestials are creatures native to the Upper Planes. far more savage and brutal, and almost uniformly evil,
Many of them are the servants of deities, employed are the races of goblinoids (goblins, hobgoblins, and
as messengers or agents in the mortal realm and bugbears), orcs, gnolls, lizardfolk, and kobolds.
throughout the planes. Celestials are good by nature, Monstrosities are monsters in the strictest sense
so the exceptional celestial who strays from a good frightening creatures that are not ordinary, not truly
alignment is a horrifying rarity. Celestials include natural, and almost never benign. Some are the
angels, couatls, and pegasi. results of magical experimentation gone awry (such
Constructs are made, not born. Some are as owlbears), and others are the product of terrible
programmed by their creators to follow a simple set of curses (including minotaurs and yuan-ti). They defy
instructions, while others are imbued with sentience categorization, and in some sense serve as a catch-all
and capable of independent thought. Golems are the category for creatures that dont fit into any other type.

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Oozes are gelatinous creatures that rarely have a Armor Class
fixed shape. They are mostly subterranean, dwelling
in caves and dungeons and feeding on refuse, carrion, A monster that wears armor or carries a shield has
or creatures unlucky enough to get in their way. Black an Armor Class (AC) that takes its armor, shield, and
puddings and gelatinous cubes are among the most Dexterity into account. Otherwise, a monsters AC is
recognizable oozes. based on its Dexterity modifier and natural armor,
Plants in this context are vegetable creatures, not if any. If a monster has natural armor, wears armor,
ordinary flora. Most of them are ambulatory, and some or carries a shield, this is noted in parentheses after
are carnivorous. The quintessential plants are the its AC value.
shambling mound and the treant. Fungal creatures
such as the gas spore and the myconid also fall into
Hit Points
this category. A monster usually dies or is destroyed when it drops to 0
Undead are once-living creatures brought to a hit points. For more on hit points, see the players D&D
horrifying state of undeath through the practice of basic rules or the Players Handbook.
necromantic magic or some unholy curse. Undead A monsters hit points are presented both as a die
include walking corpses, such as vampires and zombies, expression and as an average number. For example,
as well as bodiless spirits, such as ghosts and specters. a monster with 2d8 hit points has 9 hit points on
average (2 4).
Tags A monsters size determines the die used to calculate
A monster might have one or more tags appended to its hit points, as shown in the Hit Dice by Size table.
its type, in parentheses. For example, an orc has the
humanoid (orc) type. The parenthetical tags provide Hit Dice by Size
additional categorization for certain creatures. The tags
Monster Size Hit Die Average HP per Die
have no rules of their own, but something in the game,
Tiny d4 2
such as a magic item, might refer to them. For instance,
a spear that is especially effective at fighting demons Small d6 3
would work against any monster that has the demon tag. Medium d8 4
Large d10 5
Alignment Huge d12 6
A monsters alignment provides a clue to its disposition Gargantuan d20 10
and how it behaves in a roleplaying or combat situation.
For example, a chaotic evil monster might be difficult A monsters Constitution modifier also affects the
to reason with and might attack characters on sight, number of hit points it has. Its Constitution modifier is
whereas a neutral monster might be willing to negotiate. multiplied by the number of Hit Dice it possesses, and
See the players D&D basic rules or the Players the result is added to its hit points. For example, if a
Handbook for descriptions of the different alignments. monster has a Constitution of 12 (+1 modifier) and 2d8
The alignment specified in a monsters stat block is Hit Dice, it has 2d8 + 2 hit points (average 11).
the default. Feel free to depart from it and change a
monsters alignment to suit the needs of your campaign. Speed
If you want a good-aligned green dragon or an evil storm A monsters speed tells you how far it can move on its
giant, theres nothing stopping you. turn. For more information on speed, see the players
Some creatures can have any alignment. In other D&D basic rules or the Players Handbook.
words, you choose the monsters alignment. Some All creatures have a walking speed, simply called the
monsters alignment entry indicates a tendency or monsters speed. Creatures that have no form of ground-
aversion toward law, chaos, good, or evil. For example, based locomotion have a walking speed of 0 feet.
a berserker can be any chaotic alignment (chaotic good, Some creatures have one or more of the following
chaotic neutral, or chaotic evil), as befits its wild nature. additional movement modes.
Many creatures of low intelligence have no
comprehension of law or chaos, good or evil. They dont Burrow
make moral or ethical choices, but rather act on instinct. A monster that has a burrowing speed can use that
These creatures are unaligned, which means they dont speed to move through sand, earth, mud, or ice. A
have an alignment. monster cant burrow through solid rock unless it has a
special trait that allows it to do so.

Climb
A monster that has a climbing speed can use all or
part of its movement to move on vertical surfaces. The
monster doesnt need to spend extra movement to climb.

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Fly A skill bonus is the sum of a monsters relevant
A monster that has a flying speed can use all or part of ability modifier and its proficiency bonus, which is
its movement to fly. Some monsters have the ability to determined by the monsters challenge rating (as
hover, which makes them hard to knock out of the air shown in the Proficiency Bonus by Challenge Rating
(as explained in the rules on flying in the players D&D table). Other modifiers might apply. For instance, a
basic rules or the Players Handbook). Such a monster monster might have a larger-than-expected bonus
stops hovering when it dies. (usually double its proficiency bonus) to account for
its heightened expertise.
Swim
A monster that has a swimming speed doesnt need to Vulnerabilities, Resistances,
spend extra movement to swim. and Immunities
Ability Scores Some creatures have vulnerability, resistance, or
immunity to certain types of damage. Particular
Every monster has six ability scores (Strength, creatures are even resistant or immune to damage
Dexterity, Constitution, Intelligence, Wisdom, and from nonmagical attacks (a magical attack is an attack
Charisma) and corresponding modifiers. For more delivered by a spell, a magic item, or another magical
information on ability scores and how theyre used source). In addition, some creatures are immune to
in play, see the players D&D basic rules or the certain conditions.
Players Handbook.

Saving Throws Senses


The Senses entry notes a monsters passive
The Saving Throws entry is reserved for creatures Wisdom (Perception) score, as well as any special
that are adept at resisting certain kinds of effects. senses the monster might have. Special senses are
For example, a creature that isnt easily charmed or described below.
frightened might gain a bonus on its Wisdom saving
throws. Most creatures dont have special saving throw Blindsight
bonuses, in which case this section is absent. A monster with blindsight can perceive its surroundings
A saving throw bonus is the sum of a monsters relevant without relying on sight, within a specific radius.
ability modifier and its proficiency bonus, which is Creatures without eyes, such as grimlocks and gray
determined by the monsters challenge rating (as shown oozes, typically have this special sense, as do creatures
in the Proficiency Bonus by Challenge Rating table). with echolocation or heightened senses, such as bats
and true dragons.
Proficiency Bonus by Challenge Rating If a monster is naturally blind, it has a parenthetical
Proficiency Proficiency note to this effect, indicating that the radius of its
Challenge Bonus Challenge Bonus blindsight defines the maximum range of its perception.
0 +2 14 +5
1/8 +2 15 +5
Darkvision
A monster with darkvision can see in the dark within a
1/4 +2 16 +5
specific radius. The monster can see in dim light within
1/2 +2 17 +6
the radius as if it were bright light, and in darkness as
1 +2 18 +6 if it were dim light. The monster cant discern color in
2 +2 19 +6 darkness, only shades of gray. Many creatures that live
3 +2 20 +6 underground have this special sense.
4 +2 21 +7
5 +3 22 +7 Tremorsense
6 +3 23 +7 A monster with tremorsense can detect and pinpoint
7 +3 24 +7 the origin of vibrations within a specific radius,
8 +3 25 +8
provided that the monster and the source of the
vibrations are in contact with the same ground or
9 +4 26 +8
substance. Tremorsense cant be used to detect flying or
10 +4 27 +8
incorporeal creatures. Many burrowing creatures, such
11 +4 28 +8 as ankhegs and umber hulks, have this special sense.
12 +4 29 +9
13 +5 30 +9 Truesight
A monster with truesight can, out to a specific range, see
Skills in normal and magical darkness, see invisible creatures
and objects, automatically detect visual illusions and
The Skills entry is reserved for monsters that are succeed on saving throws against them, and perceive
proficient in one or more skills. For example, a monster the original form of a shapechanger or a creature that
that is very perceptive and stealthy might have bonuses is transformed by magic. Furthermore, the monster can
to Wisdom (Perception) and Dexterity (Stealth) checks. see into the Ethereal Plane within the same range.

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Languages Experience Points by Challenge Rating
The languages that a monster can speak are listed Challenge XP Challenge XP
in alphabetical order. Sometimes a monster can 0 0 or 10 14 11,500
understand a language but cant speak it, and this is 1/8 25 15 13,000
noted in its entry. A indicates that a creature neither 1/4 50 16 15,000
speaks nor understands any language. 1/2 100 17 18,000
1 200 18 20,000
Telepathy 2 450 19 22,000
Telepathy is a magical ability that allows a monster to
3 700 20 25,000
communicate mentally with another creature within a
specified range. The contacted creature doesnt need 4 1,100 21 33,000
to share a language with the monster to communicate 5 1,800 22 41,000
in this way with it, but it must be able to understand at 6 2,300 23 50,000
least one language. A creature without telepathy can 7 2,900 24 62,000
receive and respond to telepathic messages but cant 8 3,900 25 75,000
initiate or terminate a telepathic conversation. 9 5,000 26 90,000
A telepathic monster doesnt need to see a contacted 10 5,900 27 105,000
creature and can end the telepathic contact at any time. 11 7,200 28 120,000
The contact is broken as soon as the two creatures are 12 8,400 29 135,000
no longer within range of each other or if the telepathic 13 10,000 30 155,000
monster contacts a different creature within range. A
telepathic monster can initiate or terminate a telepathic
conversation without using an action, but while the Special Traits
monster is incapacitated, it cant initiate telepathic Special traits (which appear after a monsters challenge
contact, and any current contact is terminated. rating but before any actions or reactions) are
A creature within the area of an antimagic field or in characteristics that are likely to be relevant in a combat
any other location where magic doesnt function cant encounter and that require some explanation.
send or receive telepathic messages.
Innate Spellcasting
Challenge A monster with the innate ability to cast spells has
the Innate Spellcasting special trait. Unless noted
A monsters challenge rating tells you how great a
otherwise, an innate spell of 1st level or higher is
threat the monster is. An appropriately equipped and
always cast at its lowest possible level and cant be cast
well-rested party of four adventurers should be able to
at a higher level. If a monster has a cantrip where its
defeat a monster that has a challenge rating equal to its
level matters and no level is given, use the monsters
level without suffering any deaths. For example, a party
challenge rating.
of four 3rd-level characters should find a monster with
An innate spell can have special rules or restrictions.
a challenge rating of 3 to be a worthy challenge, but not
For example, a drow mage can innately cast the levitate
a deadly one.
spell, but the spell has a self only restriction, which
Monsters that are significantly weaker than 1st-level
means that the spell affects only the drow mage.
characters have a challenge rating lower than 1.
A monsters innate spells cant be swapped out with
Monsters with a challenge rating of 0 are insignificant
other spells. If a monsters innate spells dont require
except in large numbers; those with no effective attacks
attack rolls, no attack bonus is given for them.
are worth no experience points, while those that have
attacks are worth 10 XP each. Spellcasting
Some monsters present a greater challenge than A monster with the Spellcasting class feature has a
even a typical 20th-level party can handle. These spellcaster level and spell slots, which it uses to cast its
monsters have a challenge rating of 21 or higher and are spells of 1st level and higher (as explained in the players
specifically designed to test player skill. D&D basic rules and the Players Handbook). The
spellcaster level is also used for any cantrips included in
Experience Points the feature.
The number of experience points (XP) a monster is
The monster has a list of spells known or prepared
worth is based on its challenge rating. Typically, XP is
from a particular class. The list might also include
awarded for defeating the monster, although the DM
spells from a feature in that class, such as the Divine
may also award XP for neutralizing the threat posed by
Domain feature of the cleric. The monster is considered
the monster in some other manner.
a member of that class when attuning to or using a
Unless something tells you otherwise, a monster
magic item that requires membership in the class or
summoned by a spell or other magical ability is worth
access to its spell list.
the XP noted in its stat block.
A monster can cast a spell from its list at a higher level
The guidelines later in this document explain how to
if it has the spell slot to do so. For example, a drow mage
create encounters using XP budgets, as well as how to
with the 3rd-level lightning bolt spell can cast it as a
adjust an encounters difficulty.
5th-level spell by using one of its 5th-level spell slots.

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You can change the spells that a monster knows or Reactions
has prepared, replacing any spell on a monsters spell
list with a different spell of the same level and from If a monster can do something special with its reaction,
the same class list. If you do so, you might cause the that information is contained here. If a creature has no
monster to be a greater or lesser threat than suggested special reaction, this section is absent.
by its challenge rating.
Limited Usage
Actions Some special abilities have restrictions on the number
When a monster takes its action, it can choose from the of times they can be used.
options in the Actions section of its stat block or use X/Day. The notation X/Day means a special ability
one of the actions available to all creatures, such as the can be used X number of times and that a monster must
Dash or Hide action, as described in the players D&D finish a long rest to regain expended uses. For example,
basic rules and the Players Handbook. 1/Day means a special ability can be used once and
that the monster must finish a long rest to use it again.
Melee and Ranged Attacks Recharge XY. The notation Recharge XY means
The most common actions that a monster will take in a monster can use a special ability once and that the
combat are melee and ranged attacks. These can be ability then has a random chance of recharging during
spell attacks or weapon attacks, where the weapon each subsequent round of combat. At the start of each
might be a manufactured item or a natural weapon, such of the monsters turns, roll a d6. If the roll is one of the
as a claw or tail spike. For more information on different numbers in the recharge notation, the monster regains
kinds of attacks, see the players D&D basic rules or the the use of the special ability. The ability also recharges
Players Handbook. when the monster finishes a short or long rest.
Creature vs. Target. The target of a melee or ranged For example, Recharge 56 means a monster can
attack is usually either one creature or one target, use the special ability once. Then, at the start of the
the difference being that a target can be a creature monsters turn, it regains the use of that ability if it rolls
or an object. a 5 or 6 on a d6.
Hit. Any damage dealt or other effects that occur as Recharge after a Short or Long Rest. This notation
a result of an attack hitting a target are described after means that a monster can use a special ability once and
the Hit notation. You have the option of taking average then must finish a short or long rest to use it again.
damage or rolling the damage; for this reason, both the
average damage and the die expression are presented. Equipment
Miss. If an attack has an effect that occurs on a miss, A stat block rarely refers to equipment, other than
that information is presented after the Miss: notation. armor or weapons used by a monster. A creature that
customarily wears clothes, such as a humanoid, is
Multiattack assumed to be dressed appropriately.
A creature that can make multiple attacks on its You can equip monsters with additional gear and
turn has the Multiattack ability. A creature cant use trinkets however you like, using the equipment
Multiattack when making an opportunity attack, which chapter of the players D&D basic rules or the Players
must be a single melee attack. Handbook for inspiration, and you decide how much of a
monsters equipment is recoverable after the creature is
Ammunition slain and whether any of that equipment is still usable.
A monster carries enough ammunition to make its
A battered suit of armor made for a monster is rarely
ranged attacks. You can assume that a monster has 2d4
usable by someone else, for instance.
pieces of ammunition for a thrown weapon attack, and
If a spellcasting monster needs material components
2d10 pieces of ammunition for a projectile weapon such
to cast its spells, assume that it has the material
as a bow or crossbow.
components it needs to cast the spells in its stat block.

Legendary Creatures
A legendary creature can do things that ordinary crea-
tures cant. It can take special actions outside its turn,
Grapple Rules for Monsters and it might exert magical influence for miles around.
Many monsters have special attacks that allow them to If a creature assumes the form of a legendary crea-
quickly grapple prey. When a monster hits with such an
ture, such as through a spell, it doesnt gain that forms
attack, it doesnt need to make an additional ability check to
determine whether the grapple succeeds, unless the attack legendary actions, lair actions, or regional effects.
says otherwise.
A creature grappled by the monster can use its action to try Legendary Actions
to escape. To do so, it must succeed on a Strength (Athletics) A legendary creature can take a certain number of
or Dexterity (Acrobatics) check against the escape DC in the special actionscalled legendary actionsoutside its
monsters stat block. If no escape DC is given, assume the
turn. Only one legendary action option can be used at
DC is 10 + the monsters Strength (Athletics) modifier.
a time and only at the end of another creatures turn. A
creature regains its spent legendary actions at the start

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of its turn. It can forgo using them, and it cant use them
while incapacitated or otherwise unable to take actions.
If surprised, it cant use them until after its first turn
in the combat.

A Legendary Creatures Lair


A legendary creature might have a section describing
its lair and the special effects it can create while there,
either by act of will or simply by being present. Not all
legendary creatures have lairs. This section only applies
to legendary creatures that spend a great deal of time in
their lairs and are most likely to be encountered there.

Lair Actions
If a legendary creature has lair actions, it can use them
to harness the ambient magic in its lair. On initiative
count 20 (losing all initiative ties), it can use one of its
lair action options. It cant do so while incapacitated or
otherwise unable to take actions. If surprised, it cant
use one until after its first turn in the combat.

Regional Effects
The mere presence of a legendary creature can have
strange and wondrous effects on its environment, as
noted in this section. Regional effects end abruptly or
dissipate over time when the legendary creature dies.

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Adult Red Dragon A Red Dragons Lair
Huge dragon, chaotic evil
Red dragons lair in high mountains or hills, dwelling in
caverns under snow-capped peaks, or within the deep
Armor Class 19 (natural armor)
halls of abandoned mines and dwarven strongholds.
Hit Points 256 (19d12 + 133)
Speed 40 ft., climb 40 ft., fly 80 ft. Caves with volcanic or geothermal activity are the most
highly prized red dragon lairs, creating hazards that
STR DEX CON INT WIS CHA hinder intruders and letting searing heat and volcanic
27 (+8) 10 (+0) 25 (+7) 16 (+3) 13 (+1) 21 (+5) gases wash over a dragon as it sleeps.
With its hoard well protected deep within the lair,
Saving Throws Dex +6, Con +13, Wis +7, Cha +11 a red dragon spends as much of its time outside the
Skills Perception +13, Stealth +6 mountain as in it. For a red dragon, the great heights
Damage Immunities fire of the world are the throne from which it can look
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23 out to survey all it controlsand the wider world it
Languages Common, Draconic seeks to control.
Challenge 17 (18,000 XP)
Throughout the lair complex, servants erect
monuments to the dragons power, telling the grim story
Legendary Resistance (3/Day). If the dragon fails a saving of its life, the enemies it has slain, and the nations it
throw, it can choose to succeed instead. has conquered.

Actions Lair Actions


Multiattack. The dragon can use its Frightful Presence. It then On initiative count 20 (losing initiative ties), the dragon
makes three attacks: one with its bite and two with its claws. takes a lair action to cause one of the following effects;
the dragon cant use the same effect two rounds in a row:
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target.
Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage. Magma erupts from a point on the ground the dragon
can see within 120 feet of it, creating a 20-foot-high,
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 5-foot-radius geyser. Each creature in the geysers
Hit: 15 (2d6 + 8) slashing damage. area must make a DC 15 Dexterity saving throw, tak-
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. ing 21 (6d6) fire damage on a failed save, or half as
Hit: 17 (2d8 + 8) bludgeoning damage. much damage on a successful one.
A tremor shakes the lair in a 60-foot radius around
Frightful Presence. Each creature of the dragons choice that
the dragon. Each creature other than the dragon on
is within 120 feet of the dragon and aware of it must succeed
the ground in that area must succeed on a DC 15
on a DC 19 Wisdom saving throw or become frightened for 1
Dexterity saving throw or be knocked prone.
minute. A creature can repeat the saving throw at the end of
Volcanic gases form a cloud in a 20-foot-radius
each of its turns, ending the effect on itself on a success. If a
creatures saving throw is successful or the effect ends for it, sphere centered on a point the dragon can see within
the creature is immune to the dragons Frightful Presence for 120 feet of it. The sphere spreads around corners,
the next 24 hours. and its area is lightly obscured. It lasts until initia-
tive count 20 on the next round. Each creature that
Fire Breath (Recharge 56). The dragon exhales fire in a 60-foot starts its turn in the cloud must succeed on a DC 13
cone. Each creature in that area must make a DC 21 Dexterity Constitution saving throw or be poisoned until the end
saving throw, taking 63 (18d6) fire damage on a failed save, or of its turn. While poisoned in this way, a creature is
half as much damage on a successful one. incapacitated.
Legendary Actions Regional Effects
The dragon can take 3 legendary actions, choosing from the The region containing a legendary red dragons lair is
options below. Only one legendary action option can be used warped by the dragons magic, which creates one or
at a time and only at the end of another creatures turn. The more of the following effects:
dragon regains spent legendary actions at the start of its turn.
Small earthquakes are common within 6 miles of the
Detect. The dragon makes a Wisdom (Perception) check. dragons lair.
Tail Attack. The dragon makes a tail attack. Water sources within 1 mile of the lair are supernatu-
Wing Attack (Costs 2 Actions). The dragon beats its wings.
rally warm and tainted by sulfur.
Each creature within 10 feet of the dragon must succeed
on a DC 22 Dexterity saving throw or take 15 (2d6 + 8)
Rocky fissures within 1 mile of the dragons lair form
bludgeoning damage and be knocked prone. The dragon can portals to the Elemental Plane of Fire, allowing crea-
then fly up to half its flying speed. tures of elemental fire into the world to dwell nearby.
The odor of sulfur and pumice surrounds a red dragon, If the dragon dies, these effects fade over the course
whose swept-back horns and spinal frill define its of 1d10 days.
silhouette. Its beaked snout vents smoke at all times,
and its eyes dance with flame when it is angry.

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Air Elemental Pounce. If the allosaurus moves at least 30 feet straight toward
a creature and then hits it with a claw attack on the same turn,
Large elemental, neutral
that target must succeed on a DC 13 Strength saving throw
Armor Class 15 or be knocked prone. If the target is prone, the allosaurus can
Hit Points 90 (12d10 + 24) make one bite attack against it as a bonus action.
Speed 0 ft., fly 90 ft. (hover)
Actions
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
14 (+2) 20 (+5) 14 (+2) 6 (2) 10 (+0) 6 (2) Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Damage Resistances lightning, thunder; bludgeoning, piercing,
Hit: 8 (1d8 + 4) slashing damage.
and slashing from nonmagical attacks
Damage Immunities poison The allosaurus is a predatory dinosaur of great size,
Condition Immunities exhaustion, grappled, paralyzed, strength, and speed. It can run down almost any prey
petrified, poisoned, prone, restrained, unconscious
over open ground, pouncing to pull creatures down with
Senses darkvision 60 ft., passive Perception 10
Languages Auran
its wicked claws.
Challenge 5 (1,800 XP)
Animated Armor
Air Form. The elemental can enter a hostile creatures space Medium construct, unaligned
and stop there. It can move through a space as narrow as 1
inch wide without squeezing. Armor Class 18 (natural armor)
Hit Points 33 (6d8 + 6)
Actions Speed 25 ft.
Multiattack. The elemental makes two slam attacks.
STR DEX CON INT WIS CHA
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (+2) 11 (+0) 13 (+1) 1 (5) 3 (4) 1 (5)
Hit: 14 (2d8 + 5) bludgeoning damage.
Damage Immunities poison, psychic
Whirlwind (Recharge 46). Each creature in the elementals Condition Immunities blinded, charmed, deafened, exhaustion,
space must make a DC 13 Strength saving throw. On a failure, frightened, paralyzed, petrified, poisoned
a target takes 15 (3d8 + 2) bludgeoning damage and is flung Senses blindsight 60 ft. (blind beyond this radius),
up 20 feet away from the elemental in a random direction and passive Perception 6
knocked prone. If a thrown target strikes an object, such as a Languages
wall or floor, the target takes 3 (1d6) bludgeoning damage for Challenge 1 (200 XP)
every 10 feet it was thrown. If the target is thrown at another
creature, that creature must succeed on a DC 13 Dexterity
Antimagic Susceptibility. The armor is incapacitated while in
saving throw or take the same damage and be knocked prone.
the area of an antimagic field. If targeted by dispel magic, the
If the saving throw is successful, the target takes half the
armor must succeed on a Constitution saving throw against the
bludgeoning damage and isnt flung away or knocked prone.
casters spell save DC or fall unconscious for 1 minute.
An air elemental is a funneling cloud of whirling air
False Appearance. While the armor remains motionless, it is
with a vague semblance of a face. It can turn itself into indistinguishable from a normal suit of armor.
a screaming cyclone, creating a whirlwind that batters
creatures even as it flings them away. Actions
Multiattack. The armor makes two melee attacks.
Allosaurus Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Large beast, unaligned
Hit: 5 (1d6 + 2) bludgeoning damage.
Armor Class 13 (natural armor) This suit of magically animated plate armor clamors as
Hit Points 51 (6d10 + 18) it moves, banging and grinding like the vengeful spirit of
Speed 60 ft. a fallen knight.

STR DEX CON INT WIS CHA


19 (+4) 13 (+1) 17 (+3) 2 (4) 12 (+1) 5 (3)

Skills Perception +5
Senses passive Perception 15
Languages
Challenge 2 (450 XP)

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Ankylosaurus Awakened Shrub
Huge beast, unaligned Small plant, unaligned

Armor Class 15 (natural armor) Armor Class 9


Hit Points 68 (8d12 + 16) Hit Points 10 (3d6)
Speed 30 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 15 (+2) 2 (4) 12 (+1) 5 (3) 3 (4) 8 (1) 11 (+0) 10 (+0) 10 (+0) 6 (2)

Senses passive Perception 11 Damage Vulnerabilities fire


Languages Damage Resistances piercing
Challenge 3 (700 XP) Senses passive Perception 10
Languages one language known by its creator
Challenge 0 (10 XP)
Actions
Tail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. False Appearance. While the shrub remains motionless, it is
Hit: 18 (4d6 + 4) bludgeoning damage. If the target is a indistinguishable from a normal shrub.
creature, it must succeed on a DC 14 Strength saving throw or
be knocked prone. Actions
Thick armor plating covers the body of the plant- Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
eating dinosaur ankylosaurus, which defends itself Hit: 1 (1d4 1) slashing damage.
against predators with a knobbed tail that delivers a An awakened shrub is an ordinary shrub given
devastating strike. sentience and mobility by magic.

Ape Awakened Tree


Medium beast, unaligned
Huge plant, unaligned

Armor Class 12 Armor Class 13 (natural armor)


Hit Points 19 (3d8 + 6) Hit Points 59 (7d12 + 14)
Speed 30 ft., climb 30 ft. Speed 20 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 6 (2) 12 (+1) 7 (2) 19 (+4) 6 (2) 15 (+2) 10 (+0) 10 (+0) 7 (2)
Skills Athletics +5, Perception +3 Damage Vulnerabilities fire
Senses passive Perception 13 Damage Resistances bludgeoning, piercing
Languages Senses passive Perception 10
Challenge 1/2 (100 XP) Languages one language known by its creator
Challenge 2 (450 XP)
Actions
Multiattack. The ape makes two fist attacks. False Appearance. While the tree remains motionless, it is
indistinguishable from a normal tree.
Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
6 (1d6 + 3) bludgeoning damage. Actions
Rock. Ranged Weapon Attack: +5 to hit, range 25/50 ft., one Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
target. Hit: 6 (1d6 + 3) bludgeoning damage. Hit: 14 (3d6 + 4) bludgeoning damage.

An awakened tree is an ordinary tree given sentience


and mobility by magic.

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Axe Beak Banshee
Large beast, unaligned Medium undead, chaotic evil

Armor Class 11 Armor Class 12


Hit Points 19 (3d10 + 3) Hit Points 58 (13d8)
Speed 50 ft. Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) 2 (4) 10 (+0) 5 (3) 1 (5) 14 (+2) 10 (+0) 12 (+1) 11 (+0) 17 (+3)

Senses passive Perception 10 Saving Throws Wis +2, Cha +5


Languages Damage Resistances acid, fire, lightning, thunder; bludgeoning,
Challenge 1/4 (50 XP) piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
Actions grappled, paralyzed, petrified, poisoned, prone, restrained
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Senses darkvision 60 ft., passive Perception 10
Hit: 6 (1d8 + 2) slashing damage. Languages Common, Elvish
Challenge 4 (1,100 XP)
An axe beak is a tall flightless bird with strong legs, a
wedge-shaped beak, and a nasty disposition.
Detect Life. The banshee can magically sense the presence
of living creatures up to 5 miles away. She knows the general
Baboon direction theyre in but not their exact locations.
Small beast, unaligned
Incorporeal Movement. The banshee can move through other
creatures and objects as if they were difficult terrain. She takes
Armor Class 12
5 (1d10) force damage if she ends her turn inside an object.
Hit Points 3 (1d6)
Speed 30 ft., climb 30 ft.
Actions
STR DEX CON INT WIS CHA Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one
8 (1) 14 (+2) 11 (+0) 4 (3) 12 (+1) 6 (2) target. Hit: 12 (3d6 + 2) necrotic damage.
Horrifying Visage. Each non-undead creature within 60 feet of
Senses passive Perception 11 the banshee that can see her must succeed on a DC 13 Wisdom
Languages
saving throw or be frightened for 1 minute. A frightened target
Challenge 0 (10 XP)
can repeat the saving throw at the end of each of its turns,
with disadvantage if the banshee is within line of sight, ending
Pack Tactics. The baboon has advantage on an attack roll the effect on itself on a success. If a targets saving throw is
against a creature if at least one of the baboons allies is within successful or the effect ends for it, the target is immune to the
5 feet of the creature and the ally isnt incapacitated. banshees Horrifying Visage for the next 24 hours.

Actions Wail (1/Day). The banshee releases a mournful wail, provided


that she isnt in sunlight. This wail has no effect on constructs
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. and undead. All other creatures within 30 feet of her that can
Hit: 1 (1d4 1) piercing damage. hear her must make a DC 13 Constitution saving throw. On
a failure, a creature drops to 0 hit points. On a success, a
Badger creature takes 10 (3d6) psychic damage.
Tiny beast, unaligned The woeful banshee is a spiteful creature formed from
the spirit of a female elf. Its face is wreathed in a wild
Armor Class 10 tangle of hair, its body clad in wispy rags that flutter and
Hit Points 3 (1d4 + 1) stream around it.
Speed 20 ft., burrow 5 ft.

STR DEX CON INT WIS CHA


4 (3) 11 (+0) 12 (+1) 2 (4) 12 (+1) 5 (3)

Senses darkvision 30 ft., passive Perception 11


Languages
Challenge 0 (10 XP)

Keen Smell. The badger has advantage on Wisdom (Perception)


checks that rely on smell.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
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Bat Black Bear
Tiny beast, unaligned Medium beast, unaligned

Armor Class 12 Armor Class 11 (natural armor)


Hit Points 1 (1d4 1) Hit Points 19 (3d8 + 6)
Speed 5 ft., fly 30 ft. Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (4) 15 (+2) 8 (1) 2 (4) 12 (+1) 4 (3) 15 (+2) 10 (+0) 14 (+2) 2 (4) 12 (+1) 7 (2)

Senses blindsight 60 ft., passive Perception 11 Skills Perception +3


Languages Senses passive Perception 13
Challenge 0 (10 XP) Languages
Challenge 1/2 (100 XP)
Echolocation. The bat cant use its blindsight while deafened.
Keen Smell. The bear has advantage on Wisdom (Perception)
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on smell.
checks that rely on hearing.
Actions
Actions
Multiattack. The bear makes two attacks: one with its bite and
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. one with its claws.
Hit: 1 piercing damage.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Basilisk Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Medium monstrosity, unaligned
Hit: 7 (2d4 + 2) slashing damage.
Armor Class 15 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 20 ft. Blink Dog
Medium fey, lawful good
STR DEX CON INT WIS CHA
16 (+3) 8 (1) 15 (+2) 2 (4) 8 (1) 7 (2) Armor Class 13
Hit Points 22 (4d8 + 4)
Speed 40 ft.
Senses darkvision 60 ft., passive Perception 9
Languages
Challenge 3 (700 XP) STR DEX CON INT WIS CHA
12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0)

Petrifying Gaze. If a creature starts its turn within 30 feet of the Skills Perception +3, Stealth +5
basilisk and the two of them can see each other, the basilisk Senses passive Perception 13
can force the creature to make a DC 12 Constitution saving Languages Blink Dog, understands Sylvan but cant speak it
throw if the basilisk isnt incapacitated. On a failed save, the Challenge 1/4 (50 XP)
creature magically begins to turn to stone and is restrained. It
must repeat the saving throw at the end of its next turn. On a
Keen Hearing and Smell. The dog has advantage on Wisdom
success, the effect ends. On a failure, the creature is petrified
(Perception) checks that rely on hearing or smell.
until freed by the greater restoration spell or other magic.
A creature that isnt surprised can avert its eyes to avoid the Actions
saving throw at the start of its turn. If it does so, it cant see
the basilisk until the start of its next turn, when it can avert its Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
eyes again. If it looks at the basilisk in the meantime, it must Hit: 4 (1d6 + 1) piercing damage.
immediately make the save. Teleport (Recharge 46). The dog magically teleports, along
If the basilisk sees its reflection within 30 feet of it in bright with any equipment it is wearing or carrying, up to 40 feet to
light, it mistakes itself for a rival and targets itself with its gaze. an unoccupied space it can see. Before or after teleporting, the
dog can make one bite attack.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. A blink dog takes its name from its ability to blink in
Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage. and out of existence, a talent it uses to aid its attacks
and to avoid harm.
A basilisk is a multilegged, reptilian horror whose
deadly gaze transforms victims into porous stone. With
it strong jaws, the creature consumes this stone, which
returns to organic form in its gullet.

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Blood Hawk Brown Bear
Small beast, unaligned Large beast, unaligned

Armor Class 12 Armor Class 11 (natural armor)


Hit Points 7 (2d6) Hit Points 34 (4d10 + 12)
Speed 10 ft., fly 60 ft. Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (2) 14 (+2) 10 (+0) 3 (4) 14 (+2) 5 (3) 19 (+4) 10 (+0) 16 (+3) 2 (4) 13 (+1) 7 (2)

Skills Perception +4 Skills Perception +3


Senses passive Perception 14 Senses passive Perception 13
Languages Languages
Challenge 1/8 (25 XP) Challenge 1 (200 XP)

Keen Sight. The hawk has advantage on Wisdom (Perception) Keen Smell. The bear has advantage on Wisdom (Perception)
checks that rely on sight. checks that rely on smell.
Pack Tactics. The hawk has advantage on an attack roll against Actions
a creature if at least one of the hawks allies is within 5 feet of
the creature and the ally isnt incapacitated. Multiattack. The bear makes two attacks: one with its bite and
one with its claws.
Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Hit: 4 (1d4 + 2) piercing damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Taking its name from its crimson feathers and Hit: 11 (2d6 + 4) slashing damage.
aggressive nature, the blood hawk fearlessly attacks
with its daggerlike beak. Bugbear
Medium humanoid (goblinoid), chaotic evil

Boar Armor Class 16 (hide armor, shield)


Medium beast, unaligned Hit Points 27 (5d8 + 5)
Speed 30 ft.
Armor Class 11 (natural armor)
Hit Points 11 (2d8 + 2) STR DEX CON INT WIS CHA
Speed 40 ft. 15 (+2) 14 (+2) 13 (+1) 8 (1) 11 (+0) 9 (1)

STR DEX CON INT WIS CHA Skills Stealth +6, Survival +2
13 (+1) 11 (+0) 12 (+1) 2 (4) 9 (1) 5 (3) Senses darkvision 60 ft., passive Perception 10
Languages Common, Goblin
Senses passive Perception 9 Challenge 1 (200 XP)
Languages
Challenge 1/4 (50 XP)
Brute. A melee weapon deals one extra die of its damage when the
bugbear hits with it (included in the attack).
Charge. If the boar moves at least 20 feet straight toward a
target and then hits it with a tusk attack on the same turn, the Surprise Attack. If the bugbear surprises a creature and hits it
target takes an extra 3 (1d6) slashing damage. If the target is a with an attack during the first round of combat, the target takes
creature, it must succeed on a DC 11 Strength saving throw or an extra 7 (2d6) damage from the attack.
be knocked prone.
Actions
Relentless (Recharges after a Short or Long Rest). If the boar
Morningstar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
takes 7 damage or less that would reduce it to 0 hit points, it is
target. Hit: 11 (2d8 + 2) piercing damage.
reduced to 1 hit point instead.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
Actions range 30/120 ft., one target. Hit: 9 (2d6 + 2) piercing damage
Tusk. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. in melee or 5 (1d6 + 2) piercing damage at range.
Hit: 4 (1d6 + 1) slashing damage.
Bugbears are hairy goblinoids born for battle and
mayhem. They survive by raiding and hunting, but are
fond of setting ambushes and fleeing when outmatched.

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Camel Actions
Large beast, unaligned Multiattack. The centaur makes two attacks: one with its pike
and one with its hooves or two with its longbow.
Armor Class 9
Hit Points 15 (2d10 + 4) Pike. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Speed 50 ft. Hit: 9 (1d10 + 4) piercing damage.
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA
Hit: 11 (2d6 + 4) bludgeoning damage.
16 (+3) 8 (1) 14 (+2) 2 (4) 8 (1) 5 (3)
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft.,
Senses passive Perception 9 one target. Hit: 6 (1d8 + 2) piercing damage.
Languages
Challenge 1/8 (25 XP) A centaur has the body of a great horse topped by a
humanoid torso, head, and arms. Reclusive wanderers,
they avoid conflict but fight fiercely when pressed.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
Chimera
Large monstrosity, chaotic evil

Cat Armor Class 14 (natural armor)


Hit Points 114 (12d10 + 48)
Tiny beast, unaligned
Speed 30 ft., fly 60 ft.
Armor Class 12
STR DEX CON INT WIS CHA
Hit Points 2 (1d4)
19 (+4) 11 (+0) 19 (+4) 3 (4) 14 (+2) 10 (+0)
Speed 40 ft., climb 30 ft.
Skills Perception +8
STR DEX CON INT WIS CHA
Senses darkvision 60 ft., passive Perception 18
3 (4) 15 (+2) 10 (+0) 3 (4) 12 (+1) 7 (2)
Languages understands Draconic but cant speak
Challenge 6 (2,300 XP)
Skills Perception +3, Stealth +4
Senses passive Perception 13
Languages Actions
Challenge 0 (10 XP)
Multiattack. The chimera makes three attacks: one with its
bite, one with its horns, and one with its claws. When its
Keen Smell. The cat has advantage on Wisdom (Perception) fire breath is available, it can use the breath in place of its
checks that rely on smell. bite or horns.

Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 slashing damage. Horns. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d12 + 4) bludgeoning damage.

Centaur Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Large monstrosity, neutral good Hit: 11 (2d6 + 4) slashing damage.
Fire Breath (Recharge 56). The dragon head exhales fire in a
Armor Class 12
15-foot cone. Each creature in that area must make a DC 15
Hit Points 45 (6d10 + 12)
Dexterity saving throw, taking 31 (7d8) fire damage on a failed
Speed 50 ft.
save, or half as much damage on a successful one.
STR DEX CON INT WIS CHA A chimera is a vile combination of goat, lion, and dragon,
18 (+4) 14 (+2) 14 (+2) 9 (1) 13 (+1) 11 (+0) and features the heads of all three of those creatures. It
likes to swoop down from the sky and engulf prey with
Skills Athletics +6, Perception +3, Survival +3 its fiery breath before landing to attack.
Senses passive Perception 13
Languages Elvish, Sylvan
Challenge 2 (450 XP)

Charge. If the centaur moves at least 30 feet straight toward a


target and then hits it with a pike attack on the same turn, the
target takes an extra 10 (3d6) piercing damage.

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Cockatrice Crab
Small monstrosity, unaligned Tiny beast, unaligned

Armor Class 11 Armor Class 11 (natural armor)


Hit Points 27 (6d6 + 6) Hit Points 2 (1d4)
Speed 20 ft., fly 40 ft. Speed 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
6 (2) 12 (+1) 12 (+1) 2 (4) 13 (+1) 5 (3) 2 (4) 11 (+0) 10 (+0) 1 (5) 8 (1) 2 (4)

Senses darkvision 60 ft., passive Perception 11 Skills Stealth +2


Languages Senses blindsight 30 ft., passive Perception 9
Challenge 1/2 (100 XP) Languages
Challenge 0 (10 XP)

Actions
Amphibious. The crab can breathe air and water.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 3 (1d4 + 1) piercing damage, and the target must succeed Actions
on a DC 11 Constitution saving throw against being magically
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
petrified. On a failed save, the creature begins to turn to stone
Hit: 1 bludgeoning damage.
and is restrained. It must repeat the saving throw at the end of
its next turn. On a success, the effect ends. On a failure, the
creature is petrified for 24 hours. Crocodile
The cockatrice looks like a hideous hybrid of lizard, Large beast, unaligned
bird, and bat. It is infamous for its ability to turn
Armor Class 12 (natural armor)
flesh to stone.
Hit Points 19 (3d10 + 3)
Speed 20 ft., swim 30 ft.
Constrictor Snake
Large beast, unaligned STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (4) 10 (+0) 5 (3)
Armor Class 12
Hit Points 13 (2d10 + 2) Skills Stealth +2
Speed 30 ft., swim 30 ft. Senses passive Perception 10
Languages
STR DEX CON INT WIS CHA Challenge 1/2 (100 XP)
15 (+2) 14 (+2) 12 (+1) 1 (5) 10 (+0) 3 (4)
Hold Breath. The crocodile can hold its breath for 15 minutes.
Senses blindsight 10 ft., passive Perception 10
Languages Actions
Challenge 1/4 (50 XP)
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 7 (1d10 + 2) piercing damage, and the target is
Actions grappled (escape DC 12). Until this grapple ends, the target is
restrained, and the crocodile cant bite another target.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage.
Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the
target is grappled (escape DC 14). Until this grapple ends,
the creature is restrained, and the snake cant constrict
another target.

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Cyclops Deer
Huge giant, chaotic neutral Medium beast, unaligned

Armor Class 14 (natural armor) Armor Class 13


Hit Points 138 (12d12 + 60) Hit Points 4 (1d8)
Speed 30 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 11 (+0) 20 (+5) 8 (1) 6 (2) 10 (+0) 11 (+0) 16 (+3) 11 (+0) 2 (4) 14 (+2) 5 (3)

Senses passive Perception 8 Senses passive Perception 12


Languages Giant Languages
Challenge 6 (2,300 XP) Challenge 0 (10 XP)

Poor Depth Perception. The cyclops has disadvantage on any Actions


attack roll against a target more than 30 feet away.
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Actions Hit: 2 (1d4) piercing damage.
Multiattack. The cyclops makes two greatclub attacks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 10 ft., one Dire Wolf
Large beast, unaligned
target. Hit: 19 (3d8 + 6) bludgeoning damage.
Rock. Ranged Weapon Attack: +9 to hit, range 30/120 ft., one Armor Class 14 (natural armor)
target. Hit: 28 (4d10 + 6) bludgeoning damage. Hit Points 37 (5d10 + 10)
Speed 50 ft.
Cyclopes are one-eyed giants that eke out a meager
existence in wild lands. They are a terrifying threat in STR DEX CON INT WIS CHA
combat due to their size and strength, but they can often 17 (+3) 15 (+2) 15 (+2) 3 (4) 12 (+1) 7 (2)
be tricked by clever foes.
Skills Perception +3, Stealth +4
Death Dog Senses passive Perception 13
Languages
Medium monstrosity, neutral evil
Challenge 1 (200 XP)
Armor Class 12
Hit Points 39 (6d8 + 12) Keen Hearing and Smell. The wolf has advantage on Wisdom
Speed 40 ft. (Perception) checks that rely on hearing or smell.

STR DEX CON INT WIS CHA Pack Tactics. The wolf has advantage on an attack roll against a
15 (+2) 14 (+2) 14 (+2) 3 (4) 13 (+1) 6 (2) creature if at least one of the wolfs allies is within 5 feet of the
creature and the ally isnt incapacitated.
Skills Perception +5, Stealth +4
Senses darkvision 120 ft., passive Perception 15 Actions
Languages Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:
Challenge 1 (200 XP) 10 (2d6 + 3) piercing damage. If the target is a creature, it must
succeed on a DC 13 Strength saving throw or be knocked prone.
Two-Headed. The dog has advantage on Wisdom (Perception)
checks and on saving throws against being blinded, charmed,
deafened, frightened, stunned, or knocked unconscious.

Actions
Multiattack. The dog makes two bite attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it
must succeed on a DC 12 Constitution saving throw against
disease or become poisoned until the disease is cured. Every 24
hours that elapse, the creature must repeat the saving throw,
reducing its hit point maximum by 5 (1d10) on a failure. This
reduction lasts until the disease is cured. The creature dies if
the disease reduces its hit point maximum to 0.

A death dog is an ugly two-headed hound that roams


plains, deserts, and the Underdark.

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Doppelganger Actions
Medium monstrosity (shapechanger), neutral Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 9 (2d4 + 4) bludgeoning damage.
Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30 ft. Eagle
Small beast, unaligned
STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2) Armor Class 12
Hit Points 3 (1d6)
Skills Deception +6, Insight +3 Speed 10 ft., fly 60 ft.
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11 STR DEX CON INT WIS CHA
Languages Common 6 (2) 15 (+2) 10 (+0) 2 (4) 14 (+2) 7 (2)
Challenge 3 (700 XP)
Skills Perception +4
Senses passive Perception 14
Shapechanger. The doppelganger can use its action to
Languages
polymorph into a Small or Medium humanoid it has seen, or
Challenge 0 (10 XP)
back into its true form. Its statistics, other than its size, are the
same in each form. Any equipment it is wearing or carrying isnt
transformed. It reverts to its true form if it dies. Keen Sight. The eagle has advantage on Wisdom (Perception)
checks that rely on sight.
Ambusher. The doppelganger has advantage on attack rolls
against any creature it has surprised. Actions
Surprise Attack. If the doppelganger surprises a creature and Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
hits it with an attack during the first round of combat, the Hit: 4 (1d4 + 2) slashing damage.
target takes an extra 10 (3d6) damage from the attack.

Actions Earth Elemental


Multiattack. The doppelganger makes two melee attacks. Large elemental, neutral

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Armor Class 17 (natural armor)
Hit: 7 (1d6 + 4) bludgeoning damage. Hit Points 126 (12d10 + 60)
Speed 30 ft., burrow 30 ft.
Read Thoughts. The doppelganger magically reads the surface
thoughts of one creature within 60 feet of it. The effect can STR DEX CON INT WIS CHA
penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 20 (+5) 8 (1) 20 (+5) 5 (3) 10 (+0) 5 (3)
2 inches of metal, or a thin sheet of lead blocks it. While the
target is in range, the doppelganger can continue reading its Damage Vulnerabilities thunder
thoughts, as long as the doppelgangers concentration isnt Damage Resistances bludgeoning, piercing, and slashing from
broken (as if concentrating on a spell). While reading the nonmagical attacks
targets mind, the doppelganger has advantage on Wisdom Damage Immunities poison
(Insight) and Charisma (Deception, Intimidation, and Condition Immunities exhaustion, paralyzed, petrified,
Persuasion) checks against the target. poisoned, unconscious
Senses darkvision 60 ft., tremorsense 60 ft.,
Doppelgangers are devious shapeshifters that take passive Perception 10
on the appearance of other humanoids, throwing off Languages Terran
pursuit or luring victims to their doom with misdirection Challenge 5 (1,800 XP)
and disguise.
Earth Glide. The elemental can burrow through nonmagical,
Draft Horse unworked earth and stone. While doing so, the elemental
Large beast, unaligned doesnt disturb the material it moves through.

Armor Class 10 Siege Monster. The elemental deals double damage to objects
Hit Points 19 (3d10 + 3) and structures.
Speed 40 ft.
Actions
STR DEX CON INT WIS CHA Multiattack. The elemental makes two slam attacks.
18 (+4) 10 (+0) 12 (+1) 2 (4) 11 (+0) 7 (2)
Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 14 (2d8 + 5) bludgeoning damage.
Senses passive Perception 10
Languages An earth elemental plods forward like a walking hill,
Challenge 1/4 (50 XP) club-like arms of jagged stone swinging at its sides. Its
head and body consist of dirt and stone, occasionally set
with chunks of metal, gems, and bright minerals.

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Elephant Fire Elemental
Huge beast, unaligned Large elemental, neutral

Armor Class 12 (natural armor) Armor Class 13


Hit Points 76 (8d12 + 24) Hit Points 102 (12d10 + 36)
Speed 40 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 9 (1) 17 (+3) 3 (4) 11 (+0) 6 (2) 10 (+0) 17 (+3) 16 (+3) 6 (2) 10 (+0) 7 (2)

Senses passive Perception 10 Damage Resistances bludgeoning, piercing, and slashing from
Languages nonmagical attacks
Challenge 4 (1,100 XP) Damage Immunities fire, poison
Condition Immunities exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Trampling Charge. If the elephant moves at least 20 feet Senses darkvision 60 ft., passive Perception 10
straight toward a creature and then hits it with a gore attack Languages Ignan
on the same turn, that target must succeed on a DC 12 Challenge 5 (1,800 XP)
Strength saving throw or be knocked prone. If the target is
prone, the elephant can make one stomp attack against it as a
bonus action. Fire Form. The elemental can move through a space as narrow
as 1 inch wide without squeezing. A creature that touches the
Actions elemental or hits it with a melee attack while within 5 feet of
it takes 5 (1d10) fire damage. In addition, the elemental can
Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
enter a hostile creatures space and stop there. The first time it
Hit: 18 (3d8 + 5) piercing damage.
enters a creatures space on a turn, that creature takes 5 (1d10)
Stomp. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone fire damage and catches fire; until someone takes an action to
creature. Hit: 21 (3d10 + 5) bludgeoning damage. douse the fire, the creature takes 5 (1d10) fire damage at the
start of each of its turns.

Elk Illumination. The elemental sheds bright light in a 30-foot


radius and dim light in an additional 30 feet.
Large beast, unaligned
Water Susceptibility. For every 5 feet the elemental moves in
Armor Class 10 water, or for every gallon of water splashed on it, it takes 1
Hit Points 13 (2d10 + 2)
cold damage.
Speed 50 ft.
Actions
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 12 (+1) 2 (4) 10 (+0) 6 (2) Multiattack. The elemental makes two touch attacks.
Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Senses passive Perception 10 Hit: 10 (2d6 + 3) fire damage. If the target is a creature or a
Languages flammable object, it ignites. Until a creature takes an action to
Challenge 1/4 (50 XP) douse the fire, the target takes 5 (1d10) fire damage at the start
of each of its turns.
Charge. If the elk moves at least 20 feet straight toward a
A faint humanoid shape shows in a fire elementals
target and then hits it with a ram attack on the same turn, the
capricious devastation. Wherever it moves, it sets its
target takes an extra 7 (2d6) damage. If the target is a creature,
surroundings ablaze, turning the world to ash, smoke,
it must succeed on a DC 13 Strength saving throw or be
knocked prone. and cinders.

Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone
creature. Hit: 8 (2d4 + 3) bludgeoning damage.

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Fire Giant Flameskull
Huge giant, lawful evil Tiny undead, neutral evil

Armor Class 18 (plate) Armor Class 13


Hit Points 162 (13d12 + 78) Hit Points 40 (9d4 + 18)
Speed 30 ft. Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
25 (+7) 9 (1) 23 (+6) 10 (+0) 14 (+2) 13 (+1) 1 (5) 17 (+3) 14 (+2) 16 (+3) 10 (+0) 11 (+0)

Saving Throws Dex +3, Con +10, Cha +5 Skills Arcana +5, Perception +2
Skills Athletics +11, Perception +6 Damage Resistances lightning, necrotic, piercing
Damage Immunities fire Damage Immunities cold, fire, poison
Senses passive Perception 16 Condition Immunities charmed, frightened, paralyzed,
Languages Giant poisoned, prone
Challenge 9 (5,000 XP) Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 4 (1,100 XP)
Actions
Multiattack. The giant makes two greatsword attacks. Illumination. The flameskull sheds either dim light in a 15-
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one foot radius, or bright light in a 15-foot radius and dim light
target. Hit: 28 (6d6 + 7) slashing damage. for an additional 15 feet. It can switch between the options
as an action.
Rock. Ranged Weapon Attack: +11 to hit, range 60/240 ft., one
target. Hit: 29 (4d10 + 7) bludgeoning damage. Magic Resistance. The flameskull has advantage on saving
throws against spells and other magical effects.
With dark skin and flaming red hair, fire giants have
a fearsome reputation as soldiers and conquerors. Rejuvenation. If the flameskull is destroyed, it regains all its hit
points in 1 hour unless holy water is sprinkled on its remains or
They dwell among volcanoes, lava flows, and rocky
a dispel magic or remove curse spell is cast on them.
mountains, and are known for their ability to burn,
plunder, and destroy. Spellcasting. The flameskull is a 5th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 13, +5 to
hit with spell attacks). It requires no somatic or material
components to cast its spells. The flameskull has the following
wizard spells prepared:
Cantrip (at will): mage hand
1st level (3 slots): magic missile, shield
2nd level (2 slots): blur, flaming sphere
3rd level (1 slot): fireball

Actions
Multiattack. The flameskull uses Fire Ray twice.
Fire Ray. Ranged Spell Attack: +5 to hit, range 30 ft., one target.
Hit: 10 (3d6) fire damage.

Blazing green flames and mad, echoing laughter


surround an undead flameskull. This disembodied skull
blasts foes with fiery rays from its eyes and dreadful
spells called up from the dark recesses of its memory.

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Flesh Golem Flying Snake
Medium construct, neutral Tiny beast, unaligned

Armor Class 9 Armor Class 14


Hit Points 93 (11d8 + 44) Hit Points 5 (2d4)
Speed 30 ft. Speed 30 ft., fly 60 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 9 (1) 18 (+4) 6 (2) 10 (+0) 5 (3) 4 (3) 18 (+4) 11 (+0) 2 (4) 12 (+1) 5 (3)

Damage Immunities lightning, poison; bludgeoning, piercing, Senses blindsight 10 ft., passive Perception 11
and slashing from nonmagical attacks that arent adamantine Languages
Condition Immunities charmed, exhaustion, frightened, Challenge 1/8 (25 XP)
paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator Flyby. The snake doesnt provoke opportunity attacks when it
but cant speak flies out of an enemys reach.
Challenge 5 (1,800 XP)
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Berserk. Whenever the golem starts its turn with 40 hit points
Hit: 1 piercing damage plus 7 (3d4) poison damage.
or fewer, roll a d6. On a 6, the golem goes berserk. On each of
its turns while berserk, the golem attacks the nearest creature A flying snake is a brightly colored, winged serpent
it can see. If no creature is near enough to move to and attack, found in remote jungles.
the golem attacks an object, with preference for an object
smaller than itself. Once the golem goes berserk, it continues
to do so until it is destroyed or regains all its hit points. Flying Sword
The golems creator, if within 60 feet of the berserk golem, Small construct, unaligned
can try to calm it by speaking firmly and persuasively. The
golem must be able to hear its creator, who must take an Armor Class 17 (natural armor)
action to make a DC 15 Charisma (Persuasion) check. If the Hit Points 17 (5d6)
check succeeds, the golem ceases being berserk. If it takes Speed 0 ft., fly 50 ft. (hover)
damage while still at 40 hit points or fewer, the golem might go
berserk again. STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (+0) 1 (5) 5 (3) 1 (5)
Aversion of Fire. If the golem takes fire damage, it has
disadvantage on attack rolls and ability checks until the end of Saving Throws Dex +4
its next turn. Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, frightened,
Immutable Form. The golem is immune to any spell or effect paralyzed, petrified, poisoned
that would alter its form. Senses blindsight 60 ft. (blind beyond this radius),
Lightning Absorption. Whenever the golem is subjected to passive Perception 7
Languages
lightning damage, it takes no damage and instead regains a
Challenge 1/4 (50 XP)
number of hit points equal to the lightning damage dealt.
Magic Resistance. The golem has advantage on saving throws
Antimagic Susceptibility. The sword is incapacitated while in
against spells and other magical effects.
the area of an antimagic field. If targeted by dispel magic, the
Magic Weapons. The golems weapon attacks are magical. sword must succeed on a Constitution saving throw against the
casters spell save DC or fall unconscious for 1 minute.
Actions
False Appearance. While the sword remains motionless and
Multiattack. The golem makes two slam attacks. isnt flying, it is indistinguishable from a normal sword.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) bludgeoning damage.
Actions
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
A flesh golem is a grisly assortment of humanoid body target. Hit: 5 (1d8 + 1) slashing damage.
parts stitched and bolted together into a muscled
brute imbued with formidable strength. Powerful A magically animated flying sword dances through the
enchantments protect it, deflecting spells and all but the air, fighting like a warrior that cant be injured.
most potent weapons.

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Frog Gargoyle
Tiny beast, unaligned Medium elemental, chaotic evil

Armor Class 11 Armor Class 15 (natural armor)


Hit Points 1 (1d4 1) Hit Points 52 (7d8 + 21)
Speed 20 ft., swim 20 ft. Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (5) 13 (+1) 8 (1) 1 (5) 8 (1) 3 (4) 15 (+2) 11 (+0) 16 (+3) 6 (2) 11 (+0) 7 (2)

Skills Perception +1, Stealth +3 Damage Resistances bludgeoning, piercing, and slashing from
Senses darkvision 30 ft., passive Perception 11 nonmagical attacks that arent adamantine
Languages Damage Immunities poison
Challenge 0 (0 XP) Condition Immunities exhaustion, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Terran
Amphibious. The frog can breathe air and water. Challenge 2 (450 XP)
Standing Leap. The frogs long jump is up to 10 feet and its
high jump is up to 5 feet, with or without a running start. False Appearance. While the gargoyle remains motionless, it is
A frog has no effective attacks. It feeds on small indistinguishable from an inanimate statue.
insects and typically dwells near water, in trees, or
underground.
Actions
Multiattack. The gargoyle makes two attacks: one with its bite
and one with its claws.
Frost Giant Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Huge giant, neutral evil
Hit: 5 (1d6 + 2) piercing damage.
Armor Class 15 (patchwork armor) Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit Points 138 (12d12 + 60) Hit: 5 (1d6 + 2) slashing damage.
Speed 40 ft.
These malevolent creatures of elemental earth resemble
STR DEX CON INT WIS CHA grotesque, fiendish statues. A gargoyle lurks among
23 (+6) 9 (1) 21 (+5) 9 (1) 10 (+0) 12 (+1) masonry and ruins, delighting in the terror it creates
when it breaks from its suspended pose.
Saving Throws Con +8, Wis +3, Cha +4
Skills Athletics +9, Perception +3
Damage Immunities cold
Senses passive Perception 13
Languages Giant
Challenge 8 (3,900 XP)

Actions
Multiattack. The giant makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +9 to hit, reach 10 ft., one
target. Hit: 25 (3d12 + 6) slashing damage.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one
target. Hit: 28 (4d10 + 6) bludgeoning damage.

Frost giants are creatures of ice and snow, with hair


and beards of pale white or light blue, and flesh as blue
as glacial ice. They respect only brute strength and
skill in battle.

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Ghost Ghoul
Medium undead, any alignment Medium undead, chaotic evil

Armor Class 11 Armor Class 12


Hit Points 45 (10d8) Hit Points 22 (5d8)
Speed 0 ft., fly 40 ft. (hover) Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
7 (2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3) 13 (+1) 15 (+2) 10 (+0) 7 (2) 10 (+0) 6 (2)

Damage Resistances acid, fire, lightning, thunder; bludgeoning, Damage Immunities poison
piercing, and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, poisoned
Damage Immunities cold, necrotic, poison Senses darkvision 60 ft., passive Perception 10
Condition Immunities charmed, exhaustion, frightened, Languages Common
grappled, paralyzed, petrified, poisoned, prone, restrained Challenge 1 (200 XP)
Senses darkvision 60 ft., passive Perception 11
Languages any languages it knew in life
Challenge 4 (1,100 XP) Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Ethereal Sight. The ghost can see 60 feet into the Ethereal Hit: 9 (2d6 + 2) piercing damage.
Plane when it is on the Material Plane, and vice versa. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Incorporeal Movement. The ghost can move through other Hit: 7 (2d4 + 2) slashing damage. If the target is a creature
creatures and objects as if they were difficult terrain. It takes 5 other than an elf or undead, it must succeed on a DC 10
(1d10) force damage if it ends its turn inside an object. Constitution saving throw or be paralyzed for 1 minute. The
target can repeat the saving throw at the end of each of its
Actions turns, ending the effect on itself on a success.
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., With their razor-sharp teeth and jagged claws, ghouls
one target. Hit: 17 (4d6 + 3) necrotic damage. roam the night in packs, driven by an insatiable hunger
Etherealness. The ghost enters the Ethereal Plane from the for humanoid flesh.
Material Plane, or vice versa. It is visible on the Material Plane
while it is in the Border Ethereal, and vice versa, yet it cant
affect or be affected by anything on the other plane.
Giant Ape
Huge beast, unaligned
Horrifying Visage. Each non-undead creature within 60 feet
of the ghost that can see it must succeed on a DC 13 Wisdom Armor Class 12
saving throw or be frightened for 1 minute. If the save fails by Hit Points 157 (15d12 + 60)
5 or more, the target also ages 1d4 10 years. A frightened Speed 40 ft., climb 40 ft.
target can repeat the saving throw at the end of each of its
turns, ending the frightened condition on itself on a success. STR DEX CON INT WIS CHA
If a targets saving throw is successful or the effect ends for it, 23 (+6) 14 (+2) 18 (+4) 7 (2) 12 (+1) 7 (2)
the target is immune to this ghosts Horrifying Visage for the
next 24 hours. The aging effect can be reversed with a greater Skills Athletics +9, Perception +4
Senses passive Perception 14
restoration spell, but only within 24 hours of it occurring.
Languages
Possession (Recharge 6). One humanoid that the ghost can see Challenge 7 (2,900 XP)
within 5 feet of it must succeed on a DC 13 Charisma saving
throw or be possessed by the ghost; the ghost then disappears,
and the target is incapacitated and loses control of its body. Actions
The ghost now controls the body but doesnt deprive the target Multiattack. The ape makes two fist attacks.
of awareness. The ghost cant be targeted by any attack, spell,
or other effect, except ones that turn undead, and it retains its Fist. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
alignment, Intelligence, Wisdom, Charisma, and immunity to Hit: 22 (3d10 + 6) bludgeoning damage.
being charmed and frightened. It otherwise uses the possessed Rock. Ranged Weapon Attack: +9 to hit, range 50/100 ft., one
targets statistics, but doesnt gain access to the targets target. Hit: 30 (7d6 + 6) bludgeoning damage.
knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points,
the ghost ends it as a bonus action, or the ghost is turned or
forced out by an effect like the dispel evil and good spell. When
the possession ends, the ghost reappears in an unoccupied
space within 5 feet of the body. The target is immune to this
ghosts Possession for 24 hours after succeeding on the saving
throw or after the possession ends.

A ghost is the soul of a once-living creature, bound to


haunt a location, creature, or object from its life.

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Giant Badger Giant Boar
Medium beast, unaligned Large beast, unaligned

Armor Class 10 Armor Class 12 (natural armor)


Hit Points 13 (2d8 + 4) Hit Points 42 (5d10 + 15)
Speed 30 ft., burrow 10 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 15 (+2) 2 (4) 12 (+1) 5 (3) 17 (+3) 10 (+0) 16 (+3) 2 (4) 7 (2) 5 (3)

Senses darkvision 30 ft., passive Perception 11 Senses passive Perception 8


Languages Languages
Challenge 1/4 (50 XP) Challenge 2 (450 XP)

Keen Smell. The badger has advantage on Wisdom (Perception) Charge. If the boar moves at least 20 feet straight toward a
checks that rely on smell. target and then hits it with a tusk attack on the same turn, the
target takes an extra 7 (2d6) slashing damage. If the target is a
Actions creature, it must succeed on a DC 13 Strength saving throw or
Multiattack. The badger makes two attacks: one with its bite be knocked prone.
and one with its claws. Relentless (Recharges after a Short or Long Rest). If the boar
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. takes 10 damage or less that would reduce it to 0 hit points, it
Hit: 4 (1d6 + 1) piercing damage. is reduced to 1 hit point instead.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Actions
Hit: 6 (2d4 + 1) slashing damage.
Tusk. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
Giant Bat
Large beast, unaligned
Giant Centipede
Small beast, unaligned
Armor Class 13
Hit Points 22 (4d10)
Armor Class 13 (natural armor)
Speed 10 ft., fly 60 ft.
Hit Points 4 (1d6 + 1)
Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (+0) 2 (4) 12 (+1) 6 (2)
STR DEX CON INT WIS CHA
5 (3) 14 (+2) 12 (+1) 1 (5) 7 (2) 3 (4)
Senses blindsight 60 ft., passive Perception 11
Languages
Senses blindsight 30 ft., passive Perception 8
Challenge 1/4 (50 XP)
Languages
Challenge 1/4 (50 XP)
Echolocation. The bat cant use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) Actions
checks that rely on hearing.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Actions Hit: 4 (1d4 + 2) piercing damage, and the target must succeed
on a DC 11 Constitution saving throw or take 10 (3d6) poison
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. damage. If the poison damage reduces the target to 0 hit
Hit: 5 (1d6 + 2) piercing damage. points, the target is stable but poisoned for 1 hour, even
after regaining hit points, and is paralyzed while poisoned
in this way.

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Giant Constrictor Snake Giant Crocodile
Huge beast, unaligned Huge beast, unaligned

Armor Class 12 Armor Class 14 (natural armor)


Hit Points 60 (8d12 + 8) Hit Points 85 (9d12 + 27)
Speed 30 ft., swim 30 ft. Speed 30 ft., swim 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (5) 10 (+0) 3 (4) 21 (+5) 9 (1) 17 (+3) 2 (4) 10 (+0) 7 (2)

Skills Perception +2 Skills Stealth +5


Senses blindsight 10 ft., passive Perception 12 Senses passive Perception 10
Languages Languages
Challenge 2 (450 XP) Challenge 5 (1,800 XP)

Actions Hold Breath. The crocodile can hold its breath for 30 minutes.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Actions
Hit: 11 (2d6 + 4) piercing damage.
Multiattack. The crocodile makes two attacks: one with its bite
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one and one with its tail.
creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
target is grappled (escape DC 16). Until this grapple ends,
Hit: 21 (3d10 + 5) piercing damage, and the target is grappled
the creature is restrained, and the snake cant constrict
(escape DC 16). Until this grapple ends, the target is
another target.
restrained, and the crocodile cant bite another target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target
Giant Crab not grappled by the crocodile. Hit: 14 (2d8 + 5) bludgeoning
Medium beast, unaligned
damage. If the target is a creature, it must succeed on a DC 16
Strength saving throw or be knocked prone.
Armor Class 15 (natural armor)
Hit Points 13 (3d8)
Speed 30 ft., swim 30 ft. Giant Eagle
Large beast, neutral good
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 11 (+0) 1 (5) 9 (1) 3 (4) Armor Class 13
Hit Points 26 (4d10 + 4)
Skills Stealth +4 Speed 10 ft., fly 80 ft.
Senses blindsight 30 ft., passive Perception 9
Languages STR DEX CON INT WIS CHA
Challenge 1/8 (25 XP) 16 (+3) 17 (+3) 13 (+1) 8 (1) 14 (+2) 10 (+0)

Amphibious. The crab can breathe air and water. Skills Perception +4
Senses passive Perception 14
Actions Languages Giant Eagle, understands Common and Auran but
cant speak them
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Challenge 1 (200 XP)
Hit: 4 (1d6 + 1) bludgeoning damage, and the target is
grappled (escape DC 11). The crab has two claws, each of
which can grapple only one target. Keen Sight. The eagle has advantage on Wisdom (Perception)
checks that rely on sight.

Actions
Multiattack. The eagle makes two attacks: one with its beak
and one with its talons.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) piercing damage.
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.

A giant eagle is a noble creature that speaks its own


language and understands some speech.

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Giant Elk Giant Frog
Huge beast, unaligned Medium beast, unaligned

Armor Class 14 (natural armor) Armor Class 11


Hit Points 42 (5d12 + 10) Hit Points 18 (4d8)
Speed 60 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 14 (+2) 7 (2) 14 (+2) 10 (+0) 12 (+1) 13 (+1) 11 (+0) 2 (4) 10 (+0) 3 (4)

Skills Perception +4 Skills Perception +2, Stealth +3


Senses passive Perception 14 Senses darkvision 30 ft., passive Perception 12
Languages Giant Elk, understands Common, Elvish, and Sylvan Languages
but cant speak them Challenge 1/4 (50 XP)
Challenge 2 (450 XP)
Amphibious. The frog can breathe air and water.
Charge. If the elk moves at least 20 feet straight toward a
target and then hits it with a ram attack on the same turn, the Standing Leap. The frogs long jump is up to 20 feet and its
target takes an extra 7 (2d6) damage. If the target is a creature, high jump is up to 10 feet, with or without a running start.
it must succeed on a DC 14 Strength saving throw or be
knocked prone.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Actions Hit: 4 (1d6 + 1) piercing damage, and the target is grappled
Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. (escape DC 11). Until this grapple ends, the target is restrained,
Hit: 11 (2d6 + 4) bludgeoning damage. and the frog cant bite another target.

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone Swallow. The frog makes one bite attack against a Small or
creature. Hit: 22 (4d8 + 4) bludgeoning damage. smaller target it is grappling. If the attack hits, the target is
swallowed, and the grapple ends. The swallowed target is
blinded and restrained, it has total cover against attacks and
Giant Fire Beetle other effects outside the frog, and it takes 5 (2d4) acid damage
at the start of each of the frogs turns. The frog can have only
Small beast, unaligned
one target swallowed at a time.
Armor Class 13 (natural armor) If the frog dies, a swallowed creature is no longer restrained
Hit Points 4 (1d6 + 1) by it and can escape from the corpse using 5 feet of movement,
Speed 30 ft. exiting prone.

STR DEX CON INT WIS CHA


8 (1) 10 (+0) 12 (+1) 1 (5) 7 (2) 3 (4) Giant Goat
Large beast, unaligned
Senses blindsight 30 ft., passive Perception 8
Languages Armor Class 11 (natural armor)
Challenge 0 (10 XP) Hit Points 19 (3d10 + 3)
Speed 40 ft.

Illumination. The beetle sheds bright light in a 10-foot radius STR DEX CON INT WIS CHA
and dim light for an additional 10 feet. 17 (+3) 11 (+0) 12 (+1) 3 (4) 12 (+1) 6 (2)

Actions Senses passive Perception 11


Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Languages
Hit: 2 (1d6 1) slashing damage. Challenge 1/2 (100 XP)

A giant fire beetle is a nocturnal creature that features


a pair of glowing glands that give off light for 1d6 days Charge. If the goat moves at least 20 feet straight toward a
after the beetle dies. target and then hits it with a ram attack on the same turn, the
target takes an extra 5 (2d4) bludgeoning damage. If the target
is a creature, it must succeed on a DC 13 Strength saving throw
or be knocked prone.
Sure-Footed. The goat has advantage on Strength and Dexterity
saving throws made against effects that would knock it prone.

Actions
Ram. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) bludgeoning damage.

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Giant Hyena Giant Octopus
Large beast, unaligned Large beast, unaligned

Armor Class 12 Armor Class 11


Hit Points 45 (6d10 + 12) Hit Points 52 (8d10 + 8)
Speed 50 ft. Speed 10 ft., swim 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 2 (4) 12 (+1) 7 (2) 17 (+3) 13 (+1) 13 (+1) 4 (3) 10 (+0) 4 (3)

Skills Perception +3 Skills Perception +4, Stealth +5


Senses passive Perception 13 Senses darkvision 60 ft., passive Perception 14
Languages Languages
Challenge 1 (200 XP) Challenge 1 (200 XP)

Rampage. When the hyena reduces a creature to 0 hit points Hold Breath. While out of water, the octopus can hold its
with a melee attack on its turn, the hyena can take a bonus breath for 1 hour.
action to move up to half its speed and make a bite attack.
Underwater Camouflage. The octopus has advantage on
Actions Dexterity (Stealth) checks made while underwater.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Water Breathing. The octopus can breathe only underwater.
Hit: 10 (2d6 + 3) piercing damage.
Actions
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one
Giant Lizard target. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a
Large beast, unaligned creature, it is grappled (escape DC 16). Until this grapple ends,
the target is restrained, and the octopus cant use its tentacles
Armor Class 12 (natural armor) on another target.
Hit Points 19 (3d10 + 3)
Speed 30 ft., climb 30 ft. Ink Cloud (Recharges after a Short or Long Rest). A 20-foot-
radius cloud of ink extends all around the octopus if it is
STR DEX CON INT WIS CHA underwater. The area is heavily obscured for 1 minute,
15 (+2) 12 (+1) 13 (+1) 2 (4) 10 (+0) 5 (3) although a significant current can disperse the ink. After
releasing the ink, the octopus can use the Dash action as a
Senses darkvision 30 ft., passive Perception 10 bonus action.
Languages
Challenge 1/4 (50 XP)
Giant Owl
Large beast, neutral
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Armor Class 12
Hit: 6 (1d8 + 2) piercing damage. Hit Points 19 (3d10 + 3)
Speed 5 ft., fly 60 ft.
Giant lizards are fearsome predators often used as
mounts or draft animals by reptilian humanoids and STR DEX CON INT WIS CHA
residents of the Underdark. 13 (+1) 15 (+2) 12 (+1) 8 (1) 13 (+1) 10 (+0)

Skills Perception +5, Stealth +4


Senses darkvision 120 ft., passive Perception 15
Languages Giant Owl, understands Common, Elvish, and
Sylvan but cant speak them
Challenge 1/4 (50 XP)

Flyby. The owl doesnt provoke opportunity attacks when it


flies out of an enemys reach.
Keen Hearing and Sight. The owl has advantage on Wisdom
(Perception) checks that rely on hearing or sight.

Actions
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 8 (2d6 + 1) slashing damage.

Giant owls are intelligent creatures that are the


guardians of their woodland realms.

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Giant Poisonous Snake Giant Scorpion
Medium beast, unaligned Large beast, unaligned

Armor Class 14 Armor Class 15 (natural armor)


Hit Points 11 (2d8 + 2) Hit Points 52 (7d10 + 14)
Speed 30 ft., swim 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 18 (+4) 13 (+1) 2 (4) 10 (+0) 3 (4) 15 (+2) 13 (+1) 15 (+2) 1 (5) 9 (1) 3 (4)

Skills Perception +2 Senses blindsight 60 ft., passive Perception 9


Senses blindsight 10 ft., passive Perception 12 Languages
Languages Challenge 3 (700 XP)
Challenge 1/4 (50 XP)

Actions
Actions Multiattack. The scorpion makes three attacks: two with its
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. claws and one with its sting.
Hit: 6 (1d4 + 4) piercing damage, and the target must make
a DC 11 Constitution saving throw, taking 10 (3d6) poison Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
damage on a failed save, or half as much damage on a Hit: 6 (1d8 + 2) bludgeoning damage, and the target is
successful one. grappled (escape DC 12). The scorpion has two claws, each of
which can grapple only one target.

Giant Rat Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 7 (1d10 + 2) piercing damage, and the target must make
Small beast, unaligned
a DC 12 Constitution saving throw, taking 22 (4d10) poison
damage on a failed save, or half as much damage on a
Armor Class 12
successful one.
Hit Points 7 (2d6)
Speed 30 ft.

STR DEX CON INT WIS CHA


Giant Sea Horse
Large beast, unaligned
7 (2) 15 (+2) 11 (+0) 2 (4) 10 (+0) 4 (3)
Armor Class 13 (natural armor)
Senses darkvision 60 ft., passive Perception 10 Hit Points 16 (3d10)
Languages Speed 0 ft., swim 40 ft.
Challenge 1/8 (25 XP)
STR DEX CON INT WIS CHA
Keen Smell. The rat has advantage on Wisdom (Perception) 12 (+1) 15 (+2) 11 (+0) 2 (4) 12 (+1) 5 (3)
checks that rely on smell.
Senses passive Perception 11
Pack Tactics. The rat has advantage on an attack roll against a Languages
creature if at least one of the rats allies is within 5 feet of the Challenge 1/2 (100 XP)
creature and the ally isnt incapacitated.

Actions Charge. If the sea horse moves at least 20 feet straight toward
a target and then hits it with a ram attack on the same turn, the
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
target takes an extra 7 (2d6) bludgeoning damage. If the target
Hit: 4 (1d4 + 2) piercing damage.
is a creature, it must succeed on a DC 11 Strength saving throw
or be knocked prone.
Water Breathing. The sea horse can breathe only underwater.

Actions
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) bludgeoning damage.

Giant sea horses are often used as mounts by


aquatic humanoids.

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Giant Shark webbing can also be attacked and destroyed (AC 10; hp 5;
vulnerability to fire damage; immunity to bludgeoning, poison,
Huge beast, unaligned
and psychic damage).
Armor Class 13 (natural armor)
Hit Points 126 (11d12 + 55)
Speed 0 ft., swim 50 ft.
Giant Toad
Large beast, unaligned
STR DEX CON INT WIS CHA
Armor Class 11
23 (+6) 11 (+0) 21 (+5) 1 (5) 10 (+0) 5 (3)
Hit Points 39 (6d10 + 6)
Speed 20 ft., swim 40 ft.
Skills Perception +3
Senses blindsight 60 ft., passive Perception 13
STR DEX CON INT WIS CHA
Languages
15 (+2) 13 (+1) 13 (+1) 2 (4) 10 (+0) 3 (4)
Challenge 5 (1,800 XP)
Senses darkvision 30 ft., passive Perception 10
Blood Frenzy. The shark has advantage on melee attack rolls Languages
against any creature that doesnt have all its hit points. Challenge 1 (200 XP)

Water Breathing. The shark can breathe only underwater.


Amphibious. The toad can breathe air and water.
Actions
Standing Leap. The toads long jump is up to 20 feet and its
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. high jump is up to 10 feet, with or without a running start.
Hit: 22 (3d10 + 6) piercing damage.

A giant shark is 30 feet long and normally found in


Actions
deep oceans. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison
damage, and the target is grappled (escape DC 13). Until this
Giant Spider grapple ends, the target is restrained, and the toad cant bite
Large beast, unaligned another target.

Armor Class 14 (natural armor) Swallow. The toad makes one bite attack against a Medium
Hit Points 26 (4d10 + 4) or smaller target it is grappling. If the attack hits, the target
Speed 30 ft., climb 30 ft. is swallowed, and the grapple ends. The swallowed target
is blinded and restrained, it has total cover against attacks
STR DEX CON INT WIS CHA and other effects outside the toad, and it takes 10 (3d6) acid
14 (+2) 16 (+3) 12 (+1) 2 (4) 11 (+0) 4 (3) damage at the start of each of the toads turns. The toad can
have only one target swallowed at a time.
Skills Stealth +7 If the toad dies, a swallowed creature is no longer restrained
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 by it and can escape from the corpse using 5 feet of movement,
Languages exiting prone.
Challenge 1 (200 XP)

Spider Climb. The spider can climb difficult surfaces, including


upside down on ceilings, without needing to make an
ability check.
Web Sense. While in contact with a web, the spider knows the
exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions
caused by webbing.

Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature.
Hit: 7 (1d8 + 3) piercing damage, and the target must make a
DC 11 Constitution saving throw, taking 9 (2d8) poison damage
on a failed save, or half as much damage on a successful one.
If the poison damage reduces the target to 0 hit points, the
target is stable but poisoned for 1 hour, even after regaining hit
points, and is paralyzed while poisoned in this way.
Web (Recharge 56). Ranged Weapon Attack: +5 to hit,
range 30/60 ft., one creature. Hit: The target is restrained by
webbing. As an action, the restrained target can make a DC
12 Strength check, bursting the webbing on a success. The

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Giant Vulture Giant Weasel
Large beast, neutral evil Medium beast, unaligned

Armor Class 10 Armor Class 13


Hit Points 22 (3d10 + 6) Hit Points 9 (2d8)
Speed 10 ft., fly 60 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 15 (+2) 6 (2) 12 (+1) 7 (2) 11 (+0) 16 (+3) 10 (+0) 4 (3) 12 (+1) 5 (3)

Skills Perception +3 Skills Perception +3, Stealth +5


Senses passive Perception 13 Senses darkvision 60 ft., passive Perception 13
Languages understands Common but cant speak Languages
Challenge 1 (200 XP) Challenge 1/8 (25 XP)

Keen Sight and Smell. The vulture has advantage on Wisdom Keen Hearing and Smell. The weasel has advantage on Wisdom
(Perception) checks that rely on sight or smell. (Perception) checks that rely on hearing or smell.
Pack Tactics. The vulture has advantage on an attack roll Actions
against a creature if at least one of the vultures allies is within
5 feet of the creature and the ally isnt incapacitated. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d4 + 3) piercing damage.
Actions
Multiattack. The vulture makes two attacks: one with its beak Giant Wolf Spider
and one with its talons. Medium beast, unaligned

Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Armor Class 13
Hit: 7 (2d4 + 2) piercing damage. Hit Points 11 (2d8 + 2)
Speed 40 ft., climb 40 ft.
Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) slashing damage. STR DEX CON INT WIS CHA
A giant vulture has advanced intelligence and a 12 (+1) 16 (+3) 13 (+1) 3 (4) 12 (+1) 4 (3)
malevolent bent.
Skills Perception +3, Stealth +7
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
Giant Wasp Languages
Medium beast, unaligned Challenge 1/4 (50 XP)

Armor Class 12
Spider Climb. The spider can climb difficult surfaces, including
Hit Points 13 (3d8)
upside down on ceilings, without needing to make an
Speed 10 ft., fly 50 ft.
ability check.
STR DEX CON INT WIS CHA Web Sense. While in contact with a web, the spider knows
10 (+0) 14 (+2) 10 (+0) 1 (5) 10 (+0) 3 (4) the exact location of any other creature in contact with
the same web.
Senses passive Perception 10
Languages Web Walker. The spider ignores movement restrictions
Challenge 1/2 (100 XP) caused by webbing.

Actions
Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing damage, and the target must make a
Hit: 5 (1d6 + 2) piercing damage, and the target must make DC 11 Constitution saving throw, taking 7 (2d6) poison damage
a DC 11 Constitution saving throw, taking 10 (3d6) poison on a failed save, or half as much damage on a successful one.
damage on a failed save, or half as much damage on a If the poison damage reduces the target to 0 hit points, the
successful one. If the poison damage reduces the target to 0 target is stable but poisoned for 1 hour, even after regaining hit
hit points, the target is stable but poisoned for 1 hour, even points, and is paralyzed while poisoned in this way.
after regaining hit points, and is paralyzed while poisoned
Giant wolf spiders hunt prey across open ground or
in this way.
hide in burrows or crevices to attack from ambush.

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Gnoll Goblin
Medium humanoid (gnoll), chaotic evil Small humanoid (goblinoid), neutral evil

Armor Class 15 (hide armor, shield) Armor Class 15 (leather armor, shield)
Hit Points 22 (5d8) Hit Points 7 (2d6)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 11 (+0) 6 (2) 10 (+0) 7 (2) 8 (1) 14 (+2) 10 (+0) 10 (+0) 8 (1) 8 (1)

Senses darkvision 60 ft., passive Perception 10 Skills Stealth +6


Languages Gnoll Senses darkvision 60 ft., passive Perception 9
Challenge 1/2 (100 XP) Languages Common, Goblin
Challenge 1/4 (50 XP)

Rampage. When the gnoll reduces a creature to 0 hit points


with a melee attack on its turn, the gnoll can take a bonus Nimble Escape. The goblin can take the Disengage or Hide
action to move up to half its speed and make a bite attack. action as a bonus action on each of its turns.

Actions Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Hit: 4 (1d4 + 2) piercing damage. target. Hit: 5 (1d6 + 2) slashing damage.

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or one target. Hit: 5 (1d6 + 2) piercing damage.
6 (1d8 + 2) piercing damage if used with two hands to make a Goblins are small, black-hearted humanoids that lair
melee attack. in despoiled dungeons and other dismal settings.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft., Individually weak, they gather in large numbers to
one target. Hit: 5 (1d8 + 1) piercing damage. torment other creatures.
Gnolls are feral, hyena-headed humanoids that attack
without warning, slaughtering their victims and Grick
devouring their flesh. Medium monstrosity, neutral

Armor Class 14 (natural armor)


Goat Hit Points 27 (6d8)
Medium beast, unaligned Speed 30 ft., climb 30 ft.

Armor Class 10 STR DEX CON INT WIS CHA


Hit Points 4 (1d8) 14 (+2) 14 (+2) 11 (+0) 3 (4) 14 (+2) 5 (3)
Speed 40 ft.
Damage Resistances bludgeoning, piercing, and slashing from
STR DEX CON INT WIS CHA nonmagical attacks
12 (+1) 10 (+0) 11 (+0) 2 (4) 10 (+0) 5 (3) Senses darkvision 60 ft., passive Perception 12
Languages
Senses passive Perception 10 Challenge 2 (450 XP)
Languages
Challenge 0 (10 XP)
Stone Camouflage. The grick has advantage on Dexterity
(Stealth) checks made to hide in rocky terrain.
Charge. If the goat moves at least 20 feet straight toward a
target and then hits it with a ram attack on the same turn, the Actions
target takes an extra 2 (1d4) bludgeoning damage. If the target Multiattack. The grick makes one attack with its tentacles. If
is a creature, it must succeed on a DC 10 Strength saving throw that attack hits, the grick can make one beak attack against the
or be knocked prone. same target.
Sure-Footed. The goat has advantage on Strength and Dexterity Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
saving throws made against effects that would knock it prone. target. Hit: 9 (2d6 + 2) slashing damage.
Actions Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hit: 3 (1d4 + 1) bludgeoning damage. This wormlike monstrosity blends in with the rock of
the caverns it haunts. When prey comes near, its barbed
tentacles unfurl to reveal its hungry, snapping beak.

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Griffon its turn toward the harpy by the most direct route. It doesnt
avoid opportunity attacks, but before moving into damaging
Large monstrosity, unaligned
terrain, such as lava or a pit, and whenever it takes damage
Armor Class 12 from a source other than the harpy, a target can repeat the
Hit Points 59 (7d10 + 21) saving throw. A creature can also repeat the saving throw at
Speed 30 ft., fly 80 ft. the end of each of its turns. If a creatures saving throw is
successful, the effect ends on it.
STR DEX CON INT WIS CHA A target that successfully saves is immune to this harpys
18 (+4) 15 (+2) 16 (+3) 2 (4) 13 (+1) 8 (1) song for the next 24 hours.

A harpy combines the body, legs, and wings of a vulture


Skills Perception +5
with the torso, arms, and head of a human female.
Senses darkvision 60 ft., passive Perception 15
Its sweet song has lured countless adventurers to
Languages
Challenge 2 (450 XP) their deaths.

Keen Sight. The griffon has advantage on Wisdom (Perception) Hawk


checks that rely on sight. Tiny beast, unaligned

Actions Armor Class 13


Hit Points 1 (1d4 1)
Multiattack. The griffon makes two attacks: one with its beak
Speed 10 ft., fly 60 ft.
and one with its claws.
Beak. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. STR DEX CON INT WIS CHA
Hit: 8 (1d8 + 4) piercing damage. 5 (3) 16 (+3) 8 (1) 2 (4) 14 (+2) 6 (2)

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Skills Perception +4
Hit: 11 (2d6 + 4) slashing damage. Senses passive Perception 14
Languages
A griffon is a ferocious avian carnivore with the
Challenge 0 (10 XP)
muscular body of a lion and the head, forelegs, and
wings of an eagle.
Keen Sight. The hawk has advantage on Wisdom (Perception)
checks that rely on sight.
Harpy
Medium monstrosity, chaotic evil Actions
Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Armor Class 11
Hit: 1 slashing damage.
Hit Points 38 (7d8 + 7)
Speed 20 ft., fly 40 ft.

STR DEX CON INT WIS CHA


12 (+1) 13 (+1) 12 (+1) 7 (2) 10 (+0) 13 (+1)

Senses passive Perception 10


Languages Common
Challenge 1 (200 XP)

Actions
Multiattack. The harpy makes two attacks: one with its claws
and one with its club.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 6 (2d4 + 1) slashing damage.
Club. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 3 (1d4 + 1) bludgeoning damage.
Luring Song. The harpy sings a magical melody. Every
humanoid and giant within 300 feet of the harpy that can hear
the song must succeed on a DC 11 Wisdom saving throw or
be charmed until the song ends. The harpy must take a bonus
action on its subsequent turns to continue singing. It can stop
singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a target is incapacitated and
ignores the songs of other harpies. If the charmed target is
more than 5 feet away from the harpy, the target must move on

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Hell Hound Hippogriff
Medium fiend, lawful evil Large monstrosity, unaligned

Armor Class 15 (natural armor) Armor Class 11


Hit Points 45 (7d8 + 14) Hit Points 19 (3d10 + 3)
Speed 50 ft. Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 14 (+2) 6 (2) 13 (+1) 6 (2) 17 (+3) 13 (+1) 13 (+1) 2 (4) 12 (+1) 8 (1)

Skills Perception +5 Skills Perception +5


Damage Immunities fire Senses passive Perception 15
Senses darkvision 60 ft., passive Perception 15 Languages
Languages understands Infernal but cant speak it Challenge 1 (200 XP)
Challenge 3 (700 XP)
Keen Sight. The hippogriff has advantage on Wisdom
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on sight.
(Perception) checks that rely on hearing or smell.
Actions
Pack Tactics. The hound has advantage on an attack roll
against a creature if at least one of the hounds allies is within 5 Multiattack. The hippogriff makes two attacks: one with its
feet of the creature and the ally isnt incapacitated. beak and one with its claws.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Actions Hit: 8 (1d10 + 3) piercing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage.
Fire Breath (Recharge 56). The hound exhales fire in a 15-foot
cone. Each creature in that area must make a DC 12 Dexterity A hippogriff is a magical creature possessing the wings
saving throw, taking 21 (6d6) fire damage on a failed save, or and forelimbs of an eagle, the hindquarters of a horse,
half as much damage on a successful one. and a head that combines the features of both animals.

Fire-breathing fiends that take the form of powerful


dogs, hell hounds commonly serve evil creatures that Hobgoblin
use them as guard animals and companions. Medium humanoid (goblinoid), lawful evil

Armor Class 18 (chain mail, shield)


Hill Giant Hit Points 11 (2d8 + 2)
Huge giant, chaotic evil Speed 30 ft.

Armor Class 13 (natural armor) STR DEX CON INT WIS CHA
Hit Points 105 (10d12 + 40) 13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (1)
Speed 40 ft.
Senses darkvision 60 ft., passive Perception 10
STR DEX CON INT WIS CHA Languages Common, Goblin
21 (+5) 8 (1) 19 (+4) 5 (3) 9 (1) 6 (2) Challenge 1/2 (100 XP)

Skills Perception +2
Martial Advantage. Once per turn, the hobgoblin can deal an
Senses passive Perception 12
extra 7 (2d6) damage to a creature it hits with a weapon attack
Languages Giant
Challenge 5 (1,800 XP) if that creature is within 5 feet of an ally of the hobgoblin that
isnt incapacitated.

Actions Actions
Multiattack. The giant makes two greatclub attacks. Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1)
Greatclub. Melee Weapon Attack: +8 to hit, reach 10 ft., one slashing damage if used with two hands.
target. Hit: 18 (3d8 + 5) bludgeoning damage.
Longbow. Ranged Weapon Attack: +3 to hit, range 150/600 ft.,
Rock. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one one target. Hit: 5 (1d8 + 1) piercing damage.
target. Hit: 21 (3d10 + 5) bludgeoning damage.
Hobgoblins are large goblinoids with dark orange
Hill giants are selfish, dimwitted brutes that hunt and or red-orange skin. A hobgoblin measures virtue by
raid in constant search of food. Their skins are tan physical strength and martial prowess, caring about
from lives spent beneath the sun, and their weapons are nothing except skill and cunning in battle.
uprooted trees and rocks pulled from the earth.

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Hunter Shark Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 10 (1d10 + 5) piercing damage.
Large beast, unaligned
The hydra is a reptilian horror with a crocodilian body
Armor Class 12 (natural armor) and multiple heads on long, serpentine necks. Although
Hit Points 45 (6d10 + 12) its heads can be severed, the hydra magically regrows
Speed 0 ft., swim 40 ft.
them in short order.
STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 15 (+2) 1 (5) 10 (+0) 4 (3) Hyena
Medium beast, unaligned
Skills Perception +2
Senses blindsight 30 ft., passive Perception 12 Armor Class 11
Languages Hit Points 5 (1d8 + 1)
Challenge 2 (450 XP) Speed 50 ft.

Blood Frenzy. The shark has advantage on melee attack rolls STR DEX CON INT WIS CHA
against any creature that doesnt have all its hit points. 11 (+0) 13 (+1) 12 (+1) 2 (4) 12 (+1) 5 (3)

Water Breathing. The shark can breathe only underwater. Skills Perception +3
Senses passive Perception 13
Actions Languages
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Challenge 0 (10 XP)
Hit: 13 (2d8 + 4) piercing damage.

A hunter shark is 15 to 20 feet long, and usually hunts Pack Tactics. The hyena has advantage on an attack roll against
a creature if at least one of the hyenas allies is within 5 feet of
alone in deep waters.
the creature and the ally isnt incapacitated.

Hydra Actions
Huge monstrosity, unaligned Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 3 (1d6) piercing damage.
Armor Class 15 (natural armor)
Hit Points 172 (15d12 + 75)
Speed 30 ft., swim 30 ft. Jackal
Small beast, unaligned
STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 20 (+5) 2 (4) 10 (+0) 7 (2) Armor Class 12
Hit Points 3 (1d6)
Skills Perception +6 Speed 40 ft.
Senses darkvision 60 ft., passive Perception 16
Languages STR DEX CON INT WIS CHA
Challenge 8 (3,900 XP) 8 (1) 15 (+2) 11 (+0) 3 (4) 12 (+1) 6 (2)

Skills Perception +3
Hold Breath. The hydra can hold its breath for 1 hour.
Senses passive Perception 13
Multiple Heads. The hydra has five heads. While it has more Languages
than one head, the hydra has advantage on saving throws Challenge 0 (10 XP)
against being blinded, charmed, deafened, frightened,
stunned, and knocked unconscious. Keen Hearing and Smell. The jackal has advantage on Wisdom
Whenever the hydra takes 25 or more damage in a single (Perception) checks that rely on hearing or smell.
turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads Pack Tactics. The jackal has advantage on an attack roll against
that died since its last turn, unless it has taken fire damage a creature if at least one of the jackals allies is within 5 feet of
since its last turn. The hydra regains 10 hit points for each head the creature and the ally isnt incapacitated.
regrown in this way.
Actions
Reactive Heads. For each head the hydra has beyond
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
one, it gets an extra reaction that can be used only for
Hit: 1 (1d4 1) piercing damage.
opportunity attacks.
Wakeful. While the hydra sleeps, at least one of its
heads is awake.

Actions
Multiattack. The hydra makes as many bite attacks as
it has heads.

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Killer Whale Lion
Huge beast, unaligned Large beast, unaligned

Armor Class 12 (natural armor) Armor Class 12


Hit Points 90 (12d12 + 12) Hit Points 26 (4d10 + 4)
Speed 0 ft., swim 60 ft. Speed 50 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 13 (+1) 3 (4) 12 (+1) 7 (2) 17 (+3) 15 (+2) 13 (+1) 3 (4) 12 (+1) 8 (1)

Skills Perception +3 Skills Perception +3, Stealth +6


Senses blindsight 120 ft., passive Perception 13 Senses passive Perception 13
Languages Languages
Challenge 3 (700 XP) Challenge 1 (200 XP)

Echolocation. The whale cant use its blindsight Keen Smell. The lion has advantage on Wisdom (Perception)
while deafened. checks that rely on smell.
Hold Breath. The whale can hold its breath for 30 minutes. Pack Tactics. The lion has advantage on an attack roll against a
creature if at least one of the lions allies is within 5 feet of the
Keen Hearing. The whale has advantage on Wisdom
creature and the ally isnt incapacitated.
(Perception) checks that rely on hearing.
Pounce. If the lion moves at least 20 feet straight toward a
Actions creature and then hits it with a claw attack on the same turn,
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. that target must succeed on a DC 13 Strength saving throw or
Hit: 21 (5d6 + 4) piercing damage. be knocked prone. If the target is prone, the lion can make one
bite attack against it as a bonus action.

Kobold Running Leap. With a 10-foot running start, the lion can long
jump up to 25 feet.
Small humanoid (kobold), lawful evil

Armor Class 12
Actions
Hit Points 5 (2d6 2) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Speed 30 ft. Hit: 7 (1d8 + 3) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
STR DEX CON INT WIS CHA
Hit: 6 (1d6 + 3) slashing damage.
7 (2) 15 (+2) 9 (1) 8 (1) 7 (2) 8 (1)

Senses darkvision 60 ft., passive Perception 8


Languages Common, Draconic
Lizard
Tiny beast, unaligned
Challenge 1/8 (25 XP)
Armor Class 10
Sunlight Sensitivity. While in sunlight, the kobold has Hit Points 2 (1d4)
disadvantage on attack rolls, as well as on Wisdom Speed 20 ft., climb 20 ft.
(Perception) checks that rely on sight.
STR DEX CON INT WIS CHA
Pack Tactics. The kobold has advantage on an attack roll 2 (4) 11 (+0) 10 (+0) 1 (5) 8 (1) 3 (4)
against a creature if at least one of the kobolds allies is within
5 feet of the creature and the ally isnt incapacitated. Senses darkvision 30 ft., passive Perception 9
Languages
Actions Challenge 0 (10 XP)
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) piercing damage.
Actions
Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
target. Hit: 4 (1d4 + 2) bludgeoning damage.
Hit: 1 piercing damage.
Kobolds are craven reptilian humanoids that commonly
infest dungeons. They make up for their physical
ineptitude with a cleverness for trap making.

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Lizardfolk A mammoth is an elephantine creature with thick fur
and long tusks.
Medium humanoid (lizardfolk), neutral

Armor Class 15 (natural armor, shield)


Hit Points 22 (4d8 + 4)
Manticore
Large monstrosity, lawful evil
Speed 30 ft., swim 30 ft.
Armor Class 14 (natural armor)
STR DEX CON INT WIS CHA Hit Points 68 (8d10 + 24)
15 (+2) 10 (+0) 13 (+1) 7 (2) 12 (+1) 7 (2) Speed 30 ft., fly 50 ft.
Skills Perception +3, Stealth +4, Survival +5 STR DEX CON INT WIS CHA
Senses passive Perception 13 17 (+3) 16 (+3) 17 (+3) 7 (2) 12 (+1) 8 (1)
Languages Draconic
Challenge 1/2 (100 XP)
Senses darkvision 60 ft., passive Perception 11
Languages Common
Hold Breath. The lizardfolk can hold its breath for 15 minutes. Challenge 3 (700 XP)

Actions Tail Spike Regrowth. The manticore has twenty-four tail spikes.
Multiattack. The lizardfolk makes two melee attacks, each one Used spikes regrow when the manticore finishes a long rest.
with a different weapon.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Actions
Hit: 5 (1d6 + 2) piercing damage. Multiattack. The manticore makes three attacks: one with its
bite and two with its claws or three with its tail spikes.
Heavy Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 6 (1d6 + 3) slashing damage.
Spiked Shield. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) piercing damage. Tail Spike. Ranged Weapon Attack: +5 to hit, range 100/200 ft.,
one target. Hit: 7 (1d8 + 3) piercing damage.
Lizardfolk are primitive reptilian humanoids that lurk in
swamps and jungles. Fiercely territorial, they kill when A manticore has a vaguely humanoid head, the body
it is expedient and do whatever it takes to survive. of a lion, and the wings of a dragon. Its long tail ends
in a cluster of deadly spikes that can impale prey at
impressive range.
Mammoth
Huge beast, unaligned
Mastiff
Armor Class 13 (natural armor) Medium beast, unaligned
Hit Points 126 (11d12 + 55)
Speed 40 ft. Armor Class 12
Hit Points 5 (1d8 + 1)
STR DEX CON INT WIS CHA Speed 40 ft.
24 (+7) 9 (1) 21 (+5) 3 (4) 11 (+0) 6 (2)
STR DEX CON INT WIS CHA
Senses passive Perception 10 13 (+1) 14 (+2) 12 (+1) 3 (4) 12 (+1) 7 (2)
Languages
Challenge 6 (2,300 XP) Skills Perception +3
Senses passive Perception 13
Languages
Trampling Charge. If the mammoth moves at least 20 feet Challenge 1/8 (25 XP)
straight toward a creature and then hits it with a gore attack on
the same turn, that target must succeed on a DC 18 Strength
saving throw or be knocked prone. If the target is prone, Keen Hearing and Smell. The mastiff has advantage on
the mammoth can make one stomp attack against it as a Wisdom (Perception) checks that rely on hearing or smell.
bonus action.
Actions
Actions Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
Gore. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 4 (1d6 + 1) piercing damage. If the target is a creature, it must
Hit: 25 (4d8 + 7) piercing damage. succeed on a DC 11 Strength saving throw or be knocked prone.

Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft., one prone Mastiffs are impressive hounds prized by humanoids
creature. Hit: 29 (4d10 + 7) bludgeoning damage. for their loyalty and keen senses.

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Medusa Merfolk
Medium monstrosity, lawful evil Medium humanoid (merfolk), neutral

Armor Class 15 (natural armor) Armor Class 11


Hit Points 127 (17d8 + 51) Hit Points 11 (2d8 + 2)
Speed 30 ft. Speed 10 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 15 (+2) 10 (+0) 13 (+1) 12 (+1) 11 (+0) 11 (+0) 12 (+1)

Skills Deception +5, Insight +4, Perception +4, Stealth +5 Skills Perception +2
Senses darkvision 60 ft., passive Perception 14 Senses passive Perception 12
Languages Common Languages Aquan, Common
Challenge 6 (2,300 XP) Challenge 1/8 (25 XP)

Petrifying Gaze. When a creature that can see the medusas Amphibious. The merfolk can breathe air and water.
eyes starts its turn within 30 feet of the medusa, the medusa
can force it to make a DC 14 Constitution saving throw if Actions
the medusa isnt incapacitated and can see the creature. If Spear. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft.
the saving throw fails by 5 or more, the creature is instantly or range 20/60 ft., one target. Hit: 3 (1d6) piercing damage,
petrified. Otherwise, a creature that fails the save begins to or 4 (1d8) piercing damage if used with two hands to make a
turn to stone and is restrained. The restrained creature must melee attack.
repeat the saving throw at the end of its next turn, becoming
petrified on a failure or ending the effect on a success. The Merfolk are aquatic humanoids with the lower body of a
petrification lasts until the creature is freed by the greater fish. They live in small tribes beneath the waves.
restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the
saving throw at the start of its turn. If the creature does so, it
Minotaur
Large monstrosity, chaotic evil
cant see the medusa until the start of its next turn, when it can
avert its eyes again. If the creature looks at the medusa in the
Armor Class 14 (natural armor)
meantime, it must immediately make the save.
Hit Points 76 (9d10 + 27)
If the medusa sees itself reflected on a polished surface Speed 40 ft.
within 30 feet of it and in an area of bright light, the medusa is,
due to its curse, affected by its own gaze. STR DEX CON INT WIS CHA
18 (+4) 11 (+0) 16 (+3) 6 (2) 16 (+3) 9 (1)
Actions
Multiattack. The medusa makes either three melee attacks Skills Perception +7
one with its snake hair and two with its shortswordor two Senses darkvision 60 ft., passive Perception 17
ranged attacks with its longbow. Languages Abyssal
Challenge 3 (700 XP)
Snake Hair. Melee Weapon Attack: +5 to hit, reach 5 ft., one
creature. Hit: 4 (1d4 + 2) piercing damage plus 14 (4d6)
poison damage. Charge. If the minotaur moves at least 10 feet straight toward a
target and then hits it with a gore attack on the same turn, the
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target takes an extra 9 (2d8) piercing damage. If the target is a
target. Hit: 5 (1d6 + 2) piercing damage. creature, it must succeed on a DC 14 Strength saving throw or
Longbow. Ranged Weapon Attack: +5 to hit, range 150/600 be pushed up to 10 feet away and knocked prone.
ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 7 (2d6) Labyrinthine Recall. The minotaur can perfectly recall any path
poison damage. it has traveled.
A victim of a terrible curse, the serpent-haired medusa Reckless. At the start of its turn, the minotaur can gain
petrifies all those who gaze upon it, turning creatures advantage on all melee weapon attack rolls it makes during
into stone monuments to its corruption. that turn, but attack rolls against it have advantage until the
start of its next turn.

Actions
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) piercing damage.

Their fur stained with the blood of fallen foes, minotaurs


are massive, bull-headed humanoids whose roar is a
savage battle cry that all civilized creatures fear.

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Mule turn. If the target fails the saving throw by 5 or more, it is also
paralyzed for the same duration. A target that succeeds on the
Medium beast, unaligned
saving throw is immune to the Dreadful Glare of all mummies
Armor Class 10 (but not mummy lords) for the next 24 hours.
Hit Points 11 (2d8 + 2) Raised by dark funerary rituals and still wrapped in
Speed 40 ft. the shrouds of death, mummies shamble out from lost
temples and tombs to slay any who disturb their rest.
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 2 (4) 10 (+0) 5 (3)
Nothic
Senses passive Perception 10 Medium aberration, neutral evil
Languages
Challenge 1/8 (25 XP) Armor Class 15 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
Beast of Burden. The mule is considered to be a Large animal
for the purpose of determining its carrying capacity.
STR DEX CON INT WIS CHA
Sure-Footed. The mule has advantage on Strength and 14 (+2) 16 (+3) 16 (+3) 13 (+1) 10 (+0) 8 (1)
Dexterity saving throws made against effects that would
knock it prone. Skills Arcana +3, Insight +4, Perception +2, Stealth +5
Senses truesight 120 ft., passive Perception 12
Actions Languages Undercommon
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Challenge 2 (450 XP)
Hit: 4 (1d4 + 2) bludgeoning damage.
Keen Sight. The nothic has advantage on Wisdom (Perception)
checks that rely on sight.
Mummy
Medium undead, lawful evil Actions
Multiattack. The nothic makes two claw attacks.
Armor Class 11 (natural armor)
Hit Points 58 (9d8 + 18) Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Speed 20 ft. Hit: 6 (1d6 + 3) slashing damage.

STR DEX CON INT WIS CHA Rotting Gaze. The nothic targets one creature it can see
16 (+3) 8 (1) 15 (+2) 6 (2) 10 (+0) 12 (+1) within 30 feet of it. The target must succeed on a DC 12
Constitution saving throw against this magic or take 10 (3d6)
Saving Throws Wis +2 necrotic damage.
Damage Vulnerabilities fire
Weird Insight. The nothic targets one creature it can see within
Damage Resistances bludgeoning, piercing, and slashing from
30 feet of it. The target must contest its Charisma (Deception)
nonmagical attacks
Damage Immunities necrotic, poison check against the nothics Wisdom (Insight) check. If the
Condition Immunities charmed, exhaustion, frightened, nothic wins, it magically learns one fact or secret about
paralyzed, poisoned the target. The target automatically wins if it is immune to
Senses darkvision 60 ft., passive Perception 10 being charmed.
Languages the languages it knew in life
A nothic is a monstrous creature with terrible talons and
Challenge 3 (700 XP)
a single great eye. When driven to violence, it uses its
horrific gaze to rot the flesh from its enemies bones.
Actions
Multiattack. The mummy can use its Dreadful Glare and
makes one attack with its rotting fist.
Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6)
necrotic damage. If the target is a creature, it must succeed on
a DC 12 Constitution saving throw or be cursed with mummy
rot. The cursed target cant regain hit points, and its hit point
maximum decreases by 10 (3d6) for every 24 hours that elapse.
If the curse reduces the targets hit point maximum to 0, the
target dies, and its body turns to dust. The curse lasts until
removed by the remove curse spell or other magic.
Dreadful Glare. The mummy targets one creature it can see
within 60 feet of it. If the target can see the mummy, it must
succeed on a DC 11 Wisdom saving throw against this magic
or become frightened until the end of the mummys next

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Ochre Jelly Octopus
Large ooze, unaligned Small beast, unaligned

Armor Class 8 Armor Class 12


Hit Points 45 (6d10 + 12) Hit Points 3 (1d6)
Speed 10 ft., climb 10 ft. Speed 5 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 6 (2) 14 (+2) 2 (4) 6 (2) 1 (5) 4 (3) 15 (+2) 11 (+0) 3 (4) 10 (+0) 4 (3)

Damage Resistances acid Skills Perception +2, Stealth +4


Damage Immunities lightning, slashing Senses darkvision 30 ft., passive Perception 12
Condition Immunities blinded, charmed, deafened, exhaustion, Languages
frightened, prone Challenge 0 (10 XP)
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 8
Languages Hold Breath. While out of water, the octopus can hold its
Challenge 2 (450 XP) breath for 30 minutes.
Underwater Camouflage. The octopus has advantage on
Amorphous. The jelly can move through a space as narrow as 1 Dexterity (Stealth) checks made while underwater.
inch wide without squeezing. Water Breathing. The octopus can breathe only underwater.
Spider Climb. The jelly can climb difficult surfaces, including
upside down on ceilings, without needing to make an Actions
ability check. Tentacles. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 1 bludgeoning damage, and the target is grappled
Actions (escape DC 10). Until this grapple ends, the octopus cant use
Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one its tentacles on another target.
target. Hit: 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) Ink Cloud (Recharges after a Short or Long Rest). A 5-foot-
acid damage. radius cloud of ink extends all around the octopus if it is
underwater. The area is heavily obscured for 1 minute,
Reactions although a significant current can disperse the ink. After
Split. When a jelly that is Medium or larger is subjected to releasing the ink, the octopus can use the Dash action as a
lightning or slashing damage, it splits into two new jellies if it bonus action.
has at least 10 hit points. Each new jelly has hit points equal to
half the original jellys, rounded down. New jellies are one size
smaller than the original jelly. Ogre
Large giant, chaotic evil
An ochre jelly is a yellowish ooze that can slide
under doors and through narrow cracks in pursuit of Armor Class 11 (hide armor)
creatures to devour. Hit Points 59 (7d10 + 21)
Speed 40 ft.

STR DEX CON INT WIS CHA


19 (+4) 8 (1) 16 (+3) 5 (3) 7 (2) 7 (2)

Senses darkvision 60 ft., passive Perception 8


Languages Common, Giant
Challenge 2 (450 XP)

Actions
Greatclub. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Ogres are hulking giants notorious for their quick


tempers. When its rage is incited, an ogre lashes out
in a frustrated tantrum until it runs out of objects or
creatures to smash.

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Orc Owlbear
Medium humanoid (orc), chaotic evil Large monstrosity, unaligned

Armor Class 13 (hide armor) Armor Class 13 (natural armor)


Hit Points 15 (2d8 + 6) Hit Points 59 (7d10 + 21)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 16 (+3) 7 (2) 11 (+0) 10 (+0) 20 (+5) 12 (+1) 17 (+3) 3 (4) 12 (+1) 7 (2)

Skills Intimidation +2 Skills Perception +3


Senses darkvision 60 ft., passive Perception 10 Senses darkvision 60 ft., passive Perception 13
Languages Common, Orc Languages
Challenge 1/2 (100 XP) Challenge 3 (700 XP)

Aggressive. As a bonus action, the orc can move up to its speed Keen Sight and Smell. The owlbear has advantage on Wisdom
toward a hostile creature that it can see. (Perception) checks that rely on sight or smell.

Actions Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one Multiattack. The owlbear makes two attacks: one with its beak
target. Hit: 9 (1d12 + 3) slashing damage. and one with its claws.
Javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Hit: 10 (1d10 + 5) piercing damage.

Orcs are savage humanoids with stooped postures, Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
piggish faces, and prominent teeth that resemble tusks. Hit: 14 (2d8 + 5) slashing damage.
They gather in tribes that satisfy their bloodlust by
A monstrous cross between giant owl and bear, an
slaying any humanoids that stand against them.
owlbears reputation for ferocity and aggression makes
it one of the most feared predators of the wild.
Owl
Tiny beast, unaligned
Panther
Medium beast, unaligned
Armor Class 11
Hit Points 1 (1d4 1)
Speed 5 ft., fly 60 ft. Armor Class 12
Hit Points 13 (3d8)
Speed 50 ft., climb 40 ft.
STR DEX CON INT WIS CHA
3 (4) 13 (+1) 8 (1) 2 (4) 12 (+1) 7 (2)
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 3 (4) 14 (+2) 7 (2)
Skills Perception +3, Stealth +3
Senses darkvision 120 ft., passive Perception 13
Languages Skills Perception +4, Stealth +6
Challenge 0 (10 XP) Senses passive Perception 14
Languages
Challenge 1/4 (50 XP)
Flyby. The owl doesnt provoke opportunity attacks when it
flies out of an enemys reach.
Keen Smell. The panther has advantage on Wisdom
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on smell.
(Perception) checks that rely on hearing or sight.
Pounce. If the panther moves at least 20 feet straight toward a
Actions creature and then hits it with a claw attack on the same turn,
that target must succeed on a DC 12 Strength saving throw or
Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. be knocked prone. If the target is prone, the panther can make
Hit: 1 slashing damage. one bite attack against it as a bonus action.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) slashing damage.

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Pegasus Plesiosaurus
Large celestial, chaotic good Large beast, unaligned

Armor Class 12 Armor Class 13 (natural armor)


Hit Points 59 (7d10 + 21) Hit Points 68 (8d10 + 24)
Speed 60 ft., fly 90 ft. Speed 20 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 10 (+0) 15 (+2) 13 (+1) 18 (+4) 15 (+2) 16 (+3) 2 (4) 12 (+1) 5 (3)

Saving Throws Dex +4, Wis +4, Cha +3 Skills Perception +3, Stealth +4
Skills Perception +6 Senses passive Perception 13
Senses passive Perception 16 Languages
Languages understands Celestial, Common, Elvish, and Sylvan Challenge 2 (450 XP)
but cant speak
Challenge 2 (450 XP)
Hold Breath. The plesiosaurus can hold its breath for 1 hour.

Actions Actions
Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage. Hit: 14 (3d6 + 4) piercing damage.

The white winged horses known as pegasi soar through This predatory marine reptile and cousin to the
the skies, a vision of grace and majesty. dinosaurs attacks any creature it encounters. Its long,
flexible neck lets it twist in any direction to deliver a
powerful bite.
Phase Spider
Large monstrosity, unaligned
Poisonous Snake
Armor Class 13 (natural armor) Tiny beast, unaligned
Hit Points 32 (5d10 + 5)
Speed 30 ft., climb 30 ft. Armor Class 13
Hit Points 2 (1d4)
STR DEX CON INT WIS CHA Speed 30 ft., swim 30 ft.
15 (+2) 15 (+2) 12 (+1) 6 (2) 10 (+0) 6 (2)
STR DEX CON INT WIS CHA
Skills Stealth +6 2 (4) 16 (+3) 11 (+0) 1 (5) 10 (+0) 3 (4)
Senses darkvision 60 ft., passive Perception 10
Languages Senses blindsight 10 ft., passive Perception 10
Challenge 3 (700 XP) Languages
Challenge 1/8 (25 XP)

Ethereal Jaunt. As a bonus action, the spider can magically


shift from the Material Plane to the Ethereal Plane, Actions
or vice versa.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Spider Climb. The spider can climb difficult surfaces, including Hit: 1 piercing damage, and the target must make a DC 10
upside down on ceilings, without needing to make an Constitution saving throw, taking 5 (2d4) poison damage on a
ability check. failed save, or half as much damage on a successful one.

Web Walker. The spider ignores movement restrictions


caused by webbing.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 7 (1d10 + 2) piercing damage, and the target must make
a DC 11 Constitution saving throw, taking 18 (4d8) poison
damage on a failed save, or half as much damage on a
successful one. If the poison damage reduces the target to 0
hit points, the target is stable but poisoned for 1 hour, even
after regaining hit points, and is paralyzed while poisoned
in this way.

A phase spider possesses the magical ability to phase


in and out of the Ethereal Plane. It seems to appear out
of nowhere and quickly vanishes after attacking.

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Polar Bear Flyby. The pteranodon doesnt provoke an opportunity attack
when it flies out of an enemys reach.
Large beast, unaligned

Armor Class 12 (natural armor)


Actions
Hit Points 42 (5d10 + 15) Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Speed 40 ft., swim 30 ft. Hit: 6 (2d4 + 1) piercing damage.

These flying reptilian cousins to the dinosaurs have no


STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 2 (4) 13 (+1) 7 (2) teeth, instead using their sharp beaks to stab prey too
large to swallow with one gulp.
Skills Perception +3
Senses passive Perception 13
Languages
Quipper
Tiny beast, unaligned
Challenge 2 (450 XP)
Armor Class 13
Keen Smell. The bear has advantage on Wisdom (Perception) Hit Points 1 (1d4 1)
checks that rely on smell. Speed 0 ft., swim 40 ft.

Actions STR DEX CON INT WIS CHA


2 (4) 16 (+3) 9 (1) 1 (5) 7 (2) 2 (4)
Multiattack. The bear makes two attacks: one with its bite and
one with its claws.
Senses darkvision 60 ft., passive Perception 8
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Languages
Hit: 9 (1d8 + 5) piercing damage. Challenge 0 (10 XP)

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.


Hit: 12 (2d6 + 5) slashing damage. Blood Frenzy. The quipper has advantage on melee attack rolls
against any creature that doesnt have all its hit points.

Pony Water Breathing. The quipper can breathe only underwater.


Medium beast, unaligned
Actions
Armor Class 10 Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit Points 11 (2d8 + 2) Hit: 1 piercing damage.
Speed 40 ft.
A quipper is a carnivorous fish with sharp teeth.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 13 (+1) 2 (4) 11 (+0) 7 (2) Rat
Tiny beast, unaligned
Senses passive Perception 10
Languages Armor Class 10
Challenge 1/8 (25 XP) Hit Points 1 (1d4 1)
Speed 20 ft.
Actions STR DEX CON INT WIS CHA
Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 2 (4) 11 (+0) 9 (1) 2 (4) 10 (+0) 4 (3)
Hit: 7 (2d4 + 2) bludgeoning damage.
Senses darkvision 30 ft., passive Perception 10
Languages
Pteranodon Challenge 0 (10 XP)
Medium beast, unaligned

Armor Class 13 (natural armor) Keen Smell. The rat has advantage on Wisdom (Perception)
Hit Points 13 (3d8) checks that rely on smell.
Speed 10 ft., fly 60 ft.
Actions
STR DEX CON INT WIS CHA Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target.
12 (+1) 15 (+2) 10 (+0) 2 (4) 9 (1) 5 (3) Hit: 1 piercing damage.

Skills Perception +1
Senses passive Perception 11
Languages
Challenge 1/4 (50 XP)

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Raven Rhinoceros
Tiny beast, unaligned Large beast, unaligned

Armor Class 12 Armor Class 11 (natural armor)


Hit Points 1 (1d4 1) Hit Points 45 (6d10 + 12)
Speed 10 ft., fly 50 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (4) 14 (+2) 8 (1) 2 (4) 12 (+1) 6 (2) 21 (+5) 8 (1) 15 (+2) 2 (4) 12 (+1) 6 (2)

Skills Perception +3 Senses passive Perception 11


Senses passive Perception 13 Languages
Languages Challenge 2 (450 XP)
Challenge 0 (10 XP)
Charge. If the rhinoceros moves at least 20 feet straight toward
Mimicry. The raven can mimic simple sounds it has heard, a target and then hits it with a gore attack on the same turn,
such as a person whispering, a baby crying, or an animal the target takes an extra 9 (2d8) bludgeoning damage. If the
chittering. A creature that hears the sounds can tell they are target is a creature, it must succeed on a DC 15 Strength saving
imitations with a successful DC 10 Wisdom (Insight) check. throw or be knocked prone.

Actions Actions
Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Gore. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 1 piercing damage. Hit: 14 (2d8 + 5) bludgeoning damage.

Reef Shark Riding Horse


Medium beast, unaligned Large beast, unaligned

Armor Class 12 (natural armor) Armor Class 10


Hit Points 22 (4d8 + 4) Hit Points 13 (2d10 + 2)
Speed 0 ft., swim 40 ft. Speed 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 1 (5) 10 (+0) 4 (3) 16 (+3) 10 (+0) 12 (+1) 2 (4) 11 (+0) 7 (2)

Skills Perception +2 Senses passive Perception 10


Senses blindsight 30 ft., passive Perception 12 Languages
Languages Challenge 1/4 (50 XP)
Challenge 1/2 (100 XP)

Actions
Pack Tactics. The shark has advantage on an attack roll against
a creature if at least one of the sharks allies is within 5 feet of Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
the creature and the ally isnt incapacitated. Hit: 8 (2d4 + 3) bludgeoning damage.

Water Breathing. The shark can breathe only underwater.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 6 (1d8 + 2) piercing damage.

Reef sharks measure 6 to 10 feet long, and inhabit


shallow waters and coral reefs.

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Saber-Toothed Tiger Scorpion
Large beast, unaligned Tiny beast, unaligned

Armor Class 12 Armor Class 11 (natural armor)


Hit Points 52 (7d10 + 14) Hit Points 1 (1d4 1)
Speed 40 ft. Speed 10 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 15 (+2) 3 (4) 12 (+1) 8 (1) 2 (4) 11 (+0) 8 (1) 1 (5) 8 (1) 2 (4)

Skills Perception +3, Stealth +6 Senses blindsight 10 ft., passive Perception 9


Senses passive Perception 13 Languages
Languages Challenge 0 (10 XP)
Challenge 2 (450 XP)

Actions
Keen Smell. The tiger has advantage on Wisdom (Perception)
checks that rely on smell. Sting. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
Hit: 1 piercing damage, and the target must make a DC 9
Pounce. If the tiger moves at least 20 feet straight toward a Constitution saving throw, taking 4 (1d8) poison damage on a
creature and then hits it with a claw attack on the same turn, failed save, or half as much damage on a successful one.
that target must succeed on a DC 14 Strength saving throw or
be knocked prone. If the target is prone, the tiger can make one
bite attack against it as a bonus action. Sea Horse
Tiny beast, unaligned
Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Armor Class 11
Hit: 10 (1d10 + 5) piercing damage. Hit Points 1 (1d4 1)
Speed 0 ft., swim 20 ft.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage. STR DEX CON INT WIS CHA
1 (5) 12 (+1) 8 (1) 1 (5) 10 (+0) 2 (4)

Satyr Senses passive Perception 10


Medium fey, chaotic neutral Languages
Challenge 0 (0 XP)
Armor Class 14 (leather armor)
Hit Points 31 (7d8)
Speed 40 ft. Water Breathing. The sea horse can breathe only underwater.

STR DEX CON INT WIS CHA


12 (+1) 16 (+3) 11 (+0) 12 (+1) 10 (+0) 14 (+2) Skeleton
Medium undead, lawful evil
Skills Perception +2, Performance +6, Stealth +5
Senses passive Perception 12 Armor Class 13 (armor scraps)
Languages Common, Elvish, Sylvan Hit Points 13 (2d8 + 4)
Challenge 1/2 (100 XP) Speed 30 ft.

STR DEX CON INT WIS CHA


Magic Resistance. The satyr has advantage on saving throws 10 (+0) 14 (+2) 15 (+2) 6 (2) 8 (1) 5 (3)
against spells and other magical effects.
Damage Vulnerabilities bludgeoning
Actions Damage Immunities poison
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Condition Immunities exhaustion, poisoned
Hit: 6 (2d4 + 1) bludgeoning damage. Senses darkvision 60 ft., passive Perception 9
Languages understands all languages it knew in life
Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one but cant speak
target. Hit: 6 (1d6 + 3) piercing damage. Challenge 1/4 (50 XP)
Shortbow. Ranged Weapon Attack: +5 to hit, range 80/320 ft.,
one target. Hit: 6 (1d6 + 3) piercing damage. Actions
Satyrs are raucous fey that resemble stout male humans Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one
with the furry lower bodies and cloven hooves of goats. target. Hit: 5 (1d6 + 2) piercing damage.
They frolic in wild forests, driven by curiosity and
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft.,
hedonism in equal measure. one target. Hit: 5 (1d6 + 2) piercing damage.

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Spectator Spider
Medium aberration, lawful neutral Tiny beast, unaligned

Armor Class 14 (natural armor) Armor Class 12


Hit Points 39 (6d8 + 12) Hit Points 1 (1d4 1)
Speed 0 ft., fly 30 ft. (hover) Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (1) 14 (+2) 14 (+2) 13 (+1) 14 (+2) 11 (+0) 2 (4) 14 (+2) 8 (1) 1 (5) 10 (+0) 2 (4)

Skills Perception +6 Skills Stealth +4


Condition Immunities prone Senses darkvision 30 ft., passive Perception 10
Senses darkvision 120 ft., passive Perception 16 Languages
Languages Deep Speech, Undercommon, telepathy 120 ft. Challenge 0 (10 XP)
Challenge 3 (700 XP)
Spider Climb. The spider can climb difficult surfaces, including
Actions upside down on ceilings, without needing to make an
ability check.
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target.
Hit: 2 (1d6 1) piercing damage. Web Sense. While in contact with a web, the spider knows
the exact location of any other creature in contact with
Eye Rays. The spectator shoots up to two of the following
the same web.
magical eye rays at one or two creatures it can see within 90
feet of it. It can use each ray only once on a turn. Web Walker. The spider ignores movement restrictions
caused by webbing.
1. Confusion Ray. The target must succeed on a DC 13
Wisdom saving throw, or it cant take reactions until the end Actions
of its next turn. On its turn, the target cant move, and it uses
its action to make a melee or ranged attack against a randomly Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
determined creature within range. If the target cant attack, it Hit: 1 piercing damage, and the target must succeed on a DC 9
does nothing on its turn. Constitution saving throw or take 2 (1d4) poison damage.
2. Paralyzing Ray. The target must succeed on a DC 13
Constitution saving throw or be paralyzed for 1 minute. The
target can repeat the saving throw at the end of each of its
Stirge
Tiny beast, unaligned
turns, ending the effect on itself on a success.
3. Fear Ray. The target must succeed on a DC 13 Wisdom
Armor Class 14 (natural armor)
saving throw or be frightened for 1 minute. The target can Hit Points 2 (1d4)
repeat the saving throw at the end of each of its turns, with Speed 10 ft., fly 40 ft.
disadvantage if the spectator is visible to the target, ending the
effect on itself on a success. STR DEX CON INT WIS CHA 4
4. Wounding Ray. The target must make a DC 13 Constitution (3) 16 (+3) 11 (+0) 2 (4) 8 (1) 6 (2)
saving throw, taking 16 (3d10) necrotic damage on a failed
save, or half as much damage on a successful one. Senses darkvision 60 ft., passive Perception 9
Create Food and Water. The spectator magically creates Languages
enough food and water to sustain itself for 24 hours. Challenge 1/8 (25 XP)

Reactions Actions
Spell Reflection. If the spectator makes a successful saving
Blood Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one
throw against a spell, or a spell attack misses it, the spectator
creature. Hit: 5 (1d4 + 3) piercing damage, and the stirge
can choose another creature (including the spellcaster) it can
attaches to the target. While attached, the stirge doesnt
see within 30 feet of it. The spell targets the chosen creature
attack. Instead, at the start of each of the stirges turns, the
instead of the spectator. If the spell forced a saving throw, the
target loses 5 (1d4 + 3) hit points due to blood loss.
chosen creature makes its own save. If the spell was an attack,
The stirge can detach itself by spending 5 feet of its
the attack roll is rerolled against the chosen creature.
movement. It does so after it drains 10 hit points of blood from
A spectator is a lesser type of beholdera foul and the target or the target dies. A creature, including the target,
deadly aberration. It resembles a floating sphere with can use its action to detach the stirge.
a gaping maw and a single great eye, set within four
This horrid monster looks like a cross between a large
eyestalks that shoot forth deadly rays.
bat and an oversized mosquito. Its legs end in sharp
pincers, and its long, needle-like proboscis slashes the
air as it seeks to feed on the blood of living creatures.

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Stone Golem Swarm of Bats
Large construct, unaligned Medium swarm of Tiny beasts, unaligned

Armor Class 17 (natural armor) Armor Class 12


Hit Points 178 (17d10 + 85) Hit Points 22 (5d8)
Speed 30 ft. Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
22 (+6) 9 (1) 20 (+5) 3 (4) 11 (+0) 1 (5) 5 (3) 15 (+2) 10 (+0) 2 (4) 12 (+1) 4 (3)

Damage Immunities poison, psychic; bludgeoning, piercing, Damage Resistances bludgeoning, piercing, slashing
and slashing from nonmagical attacks that arent adamantine Condition Immunities charmed, frightened, grappled,
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, prone, restrained, stunned
paralyzed, petrified, poisoned Senses blindsight 60 ft., passive Perception 11
Senses darkvision 120 ft., passive Perception 10 Languages
Languages understands the languages of its creator Challenge 1/4 (50 XP)
but cant speak
Challenge 10 (5,900 XP)
Echolocation. The swarm cant use its blindsight
while deafened.
Immutable Form. The golem is immune to any spell or effect
that would alter its form. Keen Hearing. The swarm has advantage on Wisdom
(Perception) checks that rely on hearing.
Magic Resistance. The golem has advantage on saving throws
against spells and other magical effects. Swarm. The swarm can occupy another creatures space and
vice versa, and the swarm can move through any opening large
Magic Weapons. The golems weapon attacks are magical. enough for a Tiny bat. The swarm cant regain hit points or
gain temporary hit points.
Actions
Multiattack. The golem makes two slam attacks. Actions
Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one creature
Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
in the swarms space. Hit: 5 (2d4) piercing damage, or 2 (1d4)
Hit: 19 (3d8 + 6) bludgeoning damage.
piercing damage if the swarm has half of its hit points or fewer.
Slow (Recharge 56). The golem targets one or more creatures
it can see within 10 feet of it. Each target must make a DC 17
Wisdom saving throw against this magic. On a failed save, a Swarm of Insects
target cant use reactions, its speed is halved, and it cant make Medium swarm of Tiny beasts, unaligned
more than one attack on its turn. In addition, the target can
take either an action or a bonus action on its turn, not both. Armor Class 12 (natural armor)
These effects last for 1 minute. A target can repeat the saving Hit Points 22 (5d8)
throw at the end of each of its turns, ending the effect on itself Speed 20 ft., climb 20 ft.
on a success.
STR DEX CON INT WIS CHA
Stone golems are magical constructs cut and chiseled 3 (4) 13 (+1) 10 (+0) 1 (5) 7 (2) 1 (5)
from stone to appear as tall, impressive statues. Like
other golems, they are nearly impervious to spells and Damage Resistances bludgeoning, piercing, slashing
ordinary weapons. Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 8
Languages
Challenge 1/2 (100 XP)

Swarm. The swarm can occupy another creatures space and


vice versa, and the swarm can move through any opening large
enough for a Tiny insect. The swarm cant regain hit points or
gain temporary hit points.

Actions
Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in
the swarms space. Hit: 10 (4d4) piercing damage, or 5 (2d4)
piercing damage if the swarm has half of its hit points or fewer.

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Swarm of Poisonous Snakes Swarm of Rats
Medium swarm of Tiny beasts, unaligned Medium swarm of Tiny beasts, unaligned

Armor Class 14 Armor Class 10


Hit Points 36 (8d8) Hit Points 24 (7d8 7)
Speed 30 ft., swim 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (1) 18 (+4) 11 (+0) 1 (5) 10 (+0) 3 (4) 9 (1) 11 (+0) 9 (1) 2 (4) 10 (+0) 3 (4)

Damage Resistances bludgeoning, piercing, slashing Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned paralyzed, petrified, prone, restrained, stunned
Senses blindsight 10 ft., passive Perception 10 Senses darkvision 30 ft., passive Perception 10
Languages Languages
Challenge 2 (450 XP) Challenge 1/4 (50 XP)

Swarm. The swarm can occupy another creatures space and Keen Smell. The swarm has advantage on Wisdom (Perception)
vice versa, and the swarm can move through any opening large checks that rely on smell.
enough for a Tiny snake. The swarm cant regain hit points or
Swarm. The swarm can occupy another creatures space and
gain temporary hit points.
vice versa, and the swarm can move through any opening large
Actions enough for a Tiny rat. The swarm cant regain hit points or gain
temporary hit points.
Bites. Melee Weapon Attack: +6 to hit, reach 0 ft., one creature
in the swarms space. Hit: 7 (2d6) piercing damage, or 3 (1d6) Actions
piercing damage if the swarm has half of its hit points or fewer.
Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in
The target must make a DC 10 Constitution saving throw,
the swarms space. Hit: 7 (2d6) piercing damage, or 3 (1d6)
taking 14 (4d6) poison damage on a failed save, or half as
piercing damage if the swarm has half of its hit points or fewer.
much damage on a successful one.

Swarm of Quippers Swarm of Ravens


Medium swarm of Tiny beasts, unaligned
Medium swarm of Tiny beasts, unaligned

Armor Class 12
Armor Class 13
Hit Points 24 (7d8 7)
Hit Points 28 (8d8 8)
Speed 10 ft., fly 50 ft.
Speed 0 ft., swim 40 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
6 (2) 14 (+2) 8 (1) 3 (4) 12 (+1) 6 (2)
13 (+1) 16 (+3) 9 (1) 1 (5) 7 (2) 2 (4)
Skills Perception +5
Damage Resistances bludgeoning, piercing, slashing
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled,
Condition Immunities charmed, frightened, grappled,
paralyzed, petrified, prone, restrained, stunned
paralyzed, petrified, prone, restrained, stunned
Senses darkvision 60 ft., passive Perception 8
Senses passive Perception 15
Languages
Languages
Challenge 1 (200 XP)
Challenge 1/4 (50 XP)

Blood Frenzy. The swarm has advantage on melee attack rolls


Swarm. The swarm can occupy another creatures space and
against any creature that doesnt have all its hit points.
vice versa, and the swarm can move through any opening large
Swarm. The swarm can occupy another creatures space and enough for a Tiny raven. The swarm cant regain hit points or
vice versa, and the swarm can move through any opening large gain temporary hit points.
enough for a Tiny quipper. The swarm cant regain hit points or
gain temporary hit points. Actions
Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target
Water Breathing. The swarm can breathe only underwater.
in the swarms space. Hit: 7 (2d6) piercing damage, or 3 (1d6)
Actions piercing damage if the swarm has half of its hit points or fewer.

Bites. Melee Weapon Attack: +5 to hit, reach 0 ft., one creature


in the swarms space. Hit: 14 (4d6) piercing damage, or 7 (2d6)
piercing damage if the swarm has half of its hit points or fewer.

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Tiger Troll
Large beast, unaligned Large giant, chaotic evil

Armor Class 12 Armor Class 15 (natural armor)


Hit Points 37 (5d10 + 10) Hit Points 84 (8d10 + 40)
Speed 40 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 3 (4) 12 (+1) 8 (1) 18 (+4) 13 (+1) 20 (+5) 7 (2) 9 (1) 7 (2)

Skills Perception +3, Stealth +6 Skills Perception +2


Senses darkvision 60 ft., passive Perception 13 Senses darkvision 60 ft., passive Perception 12
Languages Languages Giant
Challenge 1 (200 XP) Challenge 5 (1,800 XP)

Keen Smell. The tiger has advantage on Wisdom (Perception) Keen Smell. The troll has advantage on Wisdom (Perception)
checks that rely on smell. checks that rely on smell.
Pounce. If the tiger moves at least 20 feet straight toward a Regeneration. The troll regains 10 hit points at the start of its
creature and then hits it with a claw attack on the same turn, turn. If the troll takes acid or fire damage, this trait doesnt
that target must succeed on a DC 13 Strength saving throw or function at the start of the trolls next turn. The troll dies only if
be knocked prone. If the target is prone, the tiger can make one it starts its turn with 0 hit points and doesnt regenerate.
bite attack against it as a bonus action.
Actions
Actions Multiattack. The troll makes three attacks: one with its bite
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. and two with its claws.
Hit: 8 (1d10 + 3) piercing damage.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Hit: 7 (1d8 + 3) slashing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
Triceratops Fearsome green-skinned giants, trolls eat anything they
Huge beast, unaligned
can catch and devour. Only acid and fire can arrest the
regenerative properties of a trolls flesh.
Armor Class 13 (natural armor)
Hit Points 95 (10d12 + 30)
Speed 50 ft. Twig Blight
Small plant, neutral evil
STR DEX CON INT WIS CHA
22 (+6) 9 (1) 17 (+3) 2 (4) 11 (+0) 5 (3) Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Senses passive Perception 10 Speed 20 ft.
Languages
Challenge 5 (1,800 XP) STR DEX CON INT WIS CHA
6 (2) 13 (+1) 12 (+1) 4 (3) 8 (1) 3 (4)
Trampling Charge. If the triceratops moves at least 20 feet
straight toward a creature and then hits it with a gore attack on Skills Stealth +3
the same turn, that target must succeed on a DC 13 Strength Damage Vulnerabilities fire
saving throw or be knocked prone. If the target is prone, Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius),
the triceratops can make one stomp attack against it as a
passive Perception 9
bonus action.
Languages understands Common but cant speak
Challenge 1/8 (25 XP)
Actions
Gore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 24 (4d8 + 6) piercing damage. False Appearance. While the blight remains motionless, it is
indistinguishable from a dead shrub.
Stomp. Melee Weapon Attack: +9 to hit, reach 5 ft., one prone
creature. Hit: 22 (3d10 + 6) bludgeoning damage Actions
One of the most aggressive of the herbivorous Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
dinosaurs, a triceratops possesses great horns and Hit: 3 (1d4 + 1) piercing damage.
formidable speed, which it uses to gore and trample A twig blight is an awakened plant that resembles a
would-be predators to death. woody shrub that can pull its roots free of the ground.
Its branches twist together to form a humanoid-looking
body with a head and limbs.

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Tyrannosaurus Rex Warhorse
Huge beast, unaligned Large beast, unaligned

Armor Class 13 (natural armor) Armor Class 11


Hit Points 136 (13d12 + 52) Hit Points 19 (3d10 + 3)
Speed 50 ft. Speed 60 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
25 (+7) 10 (+0) 19 (+4) 2 (4) 12 (+1) 9 (1) 18 (+4) 12 (+1) 13 (+1) 2 (4) 12 (+1) 7 (2)

Skills Perception +4 Senses passive Perception 11


Senses passive Perception 14 Languages
Languages Challenge 1/2 (100 XP)
Challenge 8 (3,900 XP)
Trampling Charge. If the horse moves at least 20 feet straight
Actions toward a creature and then hits it with a hooves attack on
the same turn, that target must succeed on a DC 14 Strength
Multiattack. The tyrannosaurus makes two attacks: one with
saving throw or be knocked prone. If the target is prone, the
its bite and one with its tail. It cant make both attacks against
horse can make another attack with its hooves against it as a
the same target.
bonus action.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium Actions
or smaller creature, it is grappled (escape DC 17). Until this Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
grapple ends, the target is restrained, and the tyrannosaurus Hit: 11 (2d6 + 4) bludgeoning damage.
cant bite another target.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 20 (3d8 + 7) bludgeoning damage.

This enormous predatory dinosaur terrorizes all other


creatures in its territory. It chases anything it thinks
it can eat, and there are few creatures it wont try to
devour whole.

Vulture
Medium beast, unaligned

Armor Class 10
Hit Points 5 (1d8 + 1)
Speed 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA


7 (2) 10 (+0) 13 (+1) 2 (4) 12 (+1) 4 (3)

Skills Perception +3
Senses passive Perception 13
Languages
Challenge 0 (10 XP)

Keen Sight and Smell. The vulture has advantage on Wisdom


(Perception) checks that rely on sight or smell.
Pack Tactics. The vulture has advantage on an attack roll
against a creature if at least one of the vultures allies is within
5 feet of the creature and the ally isnt incapacitated.

Actions
Beak. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) piercing damage.

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Water Elemental Keen Hearing and Smell. The weasel has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Large elemental, neutral

Armor Class 14 (natural armor)


Actions
Hit Points 114 (12d10 + 48) Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Speed 30 ft., swim 90 ft. Hit: 1 piercing damage.

STR DEX CON INT WIS CHA


18 (+4) 14 (+2) 18 (+4) 5 (3) 10 (+0) 8 (1) Werewolf
Medium humanoid (human, shapechanger), chaotic evil
Damage Resistances acid; bludgeoning, piercing, and slashing
from nonmagical attacks Armor Class 11 in humanoid form, 12 (natural armor) in wolf
Damage Immunities poison or hybrid form
Condition Immunities exhaustion, grappled, paralyzed, Hit Points 58 (9d8 + 18)
petrified, poisoned, prone, restrained, unconscious Speed 30 ft. (40 ft. in wolf form)
Senses darkvision 60 ft., passive Perception 10
Languages Aquan STR DEX CON INT WIS CHA
Challenge 5 (1,800 XP) 15 (+2) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

Skills Perception +4, Stealth +3


Water Form. The elemental can enter a hostile creatures space Damage Immunities bludgeoning, piercing, and slashing from
and stop there. It can move through a space as narrow as 1 nonmagical attacks not made with silvered weapons
inch wide without squeezing. Senses passive Perception 14
Languages Common (cant speak in wolf form)
Freeze. If the elemental takes cold damage, it partially freezes;
Challenge 3 (700 XP)
its speed is reduced by 20 feet until the end of its next turn.

Actions Shapechanger. The werewolf can use its action to polymorph


Multiattack. The elemental makes two slam attacks. into a wolf-humanoid hybrid or into a wolf, or back into its true
form, which is humanoid. Its statistics, other than its AC, are
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. the same in each form. Any equipment it is wearing or carrying
Hit: 13 (2d8 + 4) bludgeoning damage. isnt transformed. It reverts to its true form if it dies.
Whelm (Recharge 46). Each creature in the elementals space Keen Hearing and Smell. The werewolf has advantage on
must make a DC 15 Strength saving throw. On a failure, a Wisdom (Perception) checks that rely on hearing or smell.
target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or
smaller, it is al so grappled (escape DC 14). Until this grapple Actions
ends, the target is restrained and unable to breathe unless it
Multiattack (Humanoid or Hybrid Form Only). The werewolf
can breathe water. If the saving throw is successful, the target
makes two attacks: one with its bite and one with its
is pushed out of the elementals space.
claws or spear.
The elemental can grapple one Large creature or up to two
Medium or smaller creatures at one time. At the start of each Bite (Wolf or Hybrid Form Only). Melee Weapon Attack:
of the elementals turns, each target grappled by it takes 13 +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing
(2d8 + 4) bludgeoning damage. As an action, a creature within damage. If the target is a humanoid, it must succeed on a
5 feet of the elemental can pull a creature or an object out of it DC 12 Constitution saving throw or be cursed with werewolf
by succeeding on a DC 14 Strength check. lycanthropy.
Beings native to the Elemental Plane of Water and Claws (Hybrid Form Only). Melee Weapon Attack: +4 to hit,
summoned to the world, water elementals resemble reach 5 ft., one creature. Hit: 7 (2d4 + 2) slashing damage.
cresting waves that roll across the ground. A water
Spear (Humanoid Form Only). Melee or Ranged Weapon Attack:
elemental engulfs any creatures that stand against it.
+4 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 5 (1d6
+ 2) piercing damage, or 6 (1d8 + 2) piercing damage if used
Weasel with two hands to make a melee attack.
Tiny beast, unaligned
A werewolf is a savage predator that can appear as a
humanoid, as a wolf, or in a terrifying hybrid forma
Armor Class 13
Hit Points 1 (1d4 1)
furred and well-muscled humanoid body topped by a
Speed 30 ft. ravening wolfs head.

STR DEX CON INT WIS CHA


3 (4) 16 (+3) 8 (1) 2 (4) 12 (+1) 3 (4)

Skills Perception +3, Stealth +5


Senses passive Perception 13
Languages
Challenge 0 (10 XP)

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Wight Keen Hearing and Smell. The wolf has advantage on Wisdom
(Perception) checks that rely on hearing or smell.
Medium undead, neutral evil
Pack Tactics. The wolf has advantage on an attack roll against a
Armor Class 14 (studded leather) creature if at least one of the wolfs allies is within 5 feet of the
Hit Points 45 (6d8 + 18) creature and the ally isnt incapacitated.
Speed 30 ft.
Snow Camouflage. The wolf has advantage on Dexterity
STR DEX CON INT WIS CHA (Stealth) checks made to hide in snowy terrain.
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)
Actions
Skills Perception +3, Stealth +4 Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Damage Resistances necrotic; bludgeoning, piercing, and Hit: 11 (2d6 + 4) piercing damage. If the target is a creature,
slashing from nonmagical attacks that arent silvered it must succeed on a DC 14 Strength saving throw or be
Damage Immunities poison knocked prone.
Condition Immunities exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 13 Cold Breath (Recharge 56). The wolf exhales a blast of freezing
Languages the languages it knew in life wind in a 15-foot cone. Each creature in that area must make a
Challenge 3 (700 XP) DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on
a failed save, or half as much damage on a successful one.
Sunlight Sensitivity. While in sunlight, the wight has Arctic-dwelling winter wolves are evil and intelligent
disadvantage on attack rolls, as well as on Wisdom creatures with snow-white fur and pale blue eyes.
(Perception) checks that rely on sight.

Actions Wolf
Medium beast, unaligned
Multiattack. The wight makes two longsword attacks or
two longbow attacks. It can use its Life Drain in place of one
Armor Class 13 (natural armor)
longsword attack.
Hit Points 11 (2d8 + 2)
Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one Speed 40 ft.
creature. Hit: 5 (1d6 + 2) necrotic damage. The target must
succeed on a DC 13 Constitution saving throw or its hit point STR DEX CON INT WIS CHA
maximum is reduced by an amount equal to the damage taken. 12 (+1) 15 (+2) 12 (+1) 3 (4) 12 (+1) 6 (2)
This reduction lasts until the target finishes a long rest. The
target dies if this effect reduces its hit point maximum to 0. Skills Perception +3, Stealth +4
A humanoid slain by this attack rises 24 hours later as a Senses passive Perception 13
zombie under the wights control, unless the humanoid is Languages
restored to life or its body is destroyed. The wight can have no Challenge 1/4 (50 XP)
more than twelve zombies under its control at one time.
Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one Keen Hearing and Smell. The wolf has advantage on Wisdom
target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) (Perception) checks that rely on hearing or smell.
slashing damage if used with two hands. Pack Tactics. The wolf has advantage on attack rolls against a
Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., creature if at least one of the wolfs allies is within 5 feet of the
one target. Hit: 6 (1d8 + 2) piercing damage. creature and the ally isnt incapacitated.

Wights are intelligent undead humanoids that resemble Actions


armed and armored corpses. They never tire in pursuit Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
of their goal of making eternal war against the living. Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,
it must succeed on a DC 11 Strength saving throw or be
Winter Wolf knocked prone.
Large monstrosity, neutral evil

Armor Class 13 (natural armor)


Hit Points 75 (10d10 + 20)
Speed 50 ft.

STR DEX CON INT WIS CHA


18 (+4) 13 (+1) 14 (+2) 7 (2) 12 (+1) 8 (1)

Skills Perception +5, Stealth +3


Damage Immunities cold
Senses passive Perception 15
Languages Common, Giant, Winter Wolf
Challenge 3 (700 XP)

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Worg Yeti
Large monstrosity, neutral evil Large monstrosity, chaotic evil

Armor Class 13 (natural armor) Armor Class 12 (natural armor)


Hit Points 26 (4d10 + 4) Hit Points 51 (6d10 + 18)
Speed 50 ft. Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 13 (+1) 7 (2) 11 (+0) 8 (1) 18 (+4) 13 (+1) 16 (+3) 8 (1) 12 (+1) 7 (2)

Skills Perception +4 Skills Perception +3, Stealth +3


Senses darkvision 60 ft., passive Perception 14 Damage Immunities cold
Languages Goblin, Worg Senses darkvision 60 ft., passive Perception 13
Challenge 1/2 (100 XP) Languages Yeti
Challenge 3 (700 XP)
Keen Hearing and Smell. The worg has advantage on Wisdom
(Perception) checks that rely on hearing or smell. Fear of Fire. If the yeti takes fire damage, it has disadvantage
on attack rolls and ability checks until the end of its next turn.
Actions
Keen Smell. The yeti has advantage on Wisdom (Perception)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. checks that rely on smell.
Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,
it must succeed on a DC 13 Strength saving throw or be Snow Camouflage. The yeti has advantage on Dexterity
knocked prone. (Stealth) checks made to hide in snowy terrain.

A worg is a monstrous wolf-like predator that delights in Actions


hunting and devouring creatures weaker than itself.
Multiattack. The yeti can use its Chilling Gaze and makes two
claw attacks.
Wyvern Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Large dragon, unaligned Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.

Armor Class 13 (natural armor) Chilling Gaze. The yeti targets one creature it can see within 30
Hit Points 110 (13d10 + 39) feet of it. If the target can see the yeti, the target must succeed
Speed 20 ft., fly 80 ft. on a DC 13 Constitution saving throw against this magic or
take 10 (3d6) cold damage and then be paralyzed for 1 minute,
STR DEX CON INT WIS CHA unless it is immune to cold damage. The target can repeat the
19 (+4) 10 (+0) 16 (+3) 5 (3) 12 (+1) 6 (2) saving throw at the end of each of its turns, ending the effect
on itself on a success. If the targets saving throw is successful,
Skills Perception +4 or if the effect ends on it, the target is immune to the Chilling
Senses darkvision 60 ft., passive Perception 14 Gaze of all yetis (but not abominable yetis) for 1 hour.
Languages
Challenge 6 (2,300 XP) Yeti are hulking monstrosities that stalk alpine peaks
in a ceaseless hunt for food. Their snow-white fur lets
them move like ghosts against the frozen landscape.
Actions
Multiattack. The wyvern makes two attacks: one with its bite
and one with its stinger. While flying, it can use its claws in
place of one other attack.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
Hit: 11 (2d6 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage.
Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one
creature. Hit: 11 (2d6 + 4) piercing damage. The target must
make a DC 15 Constitution saving throw, taking 24 (7d6)
poison damage on a failed save, or half as much damage on a
successful one.

Cousins to the great dragons, wyverns have two scaly


legs, leathery wings, and a sinewy tail topped with a
poison stinger that can kill a creature in seconds.

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Young Green Dragon Zombie
Large dragon, lawful evil Medium undead, neutral evil

Armor Class 18 (natural armor) Armor Class 8


Hit Points 136 (16d10 + 48) Hit Points 22 (3d8 + 9)
Speed 40 ft., fly 80 ft., swim 40 ft. Speed 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 17 (+3) 16 (+3) 13 (+1) 15 (+2) 13 (+1) 6 (2) 16 (+3) 3 (4) 6 (2) 5 (3)

Saving Throws Dex +4, Con +6, Wis +4, Cha +5 Saving Throws Wis +0
Skills Deception +5, Perception +7, Stealth +4 Damage Immunities poison
Damage Immunities poison Condition Immunities poisoned
Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8
Senses blindsight 30 ft., darkvision 120 ft., passive Languages understands the languages it knew in life
Perception 17 but cant speak
Languages Common, Draconic Challenge 1/4 (50 XP)
Challenge 8 (3,900 XP)
Undead Fortitude. If damage reduces the zombie to 0 hit
Amphibious. The dragon can breathe air and water. points, it must make a Constitution saving throw with a DC
of 5 + the damage taken, unless the damage is radiant or
Actions from a critical hit. On a success, the zombie drops to 1 hit
Multiattack. The dragon makes three attacks: one with its bite point instead.
and two with its claws.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6)
Hit: 4 (1d6 + 1) bludgeoning damage.
poison damage.
Undead zombies move with a jerky, uneven gait. They
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) slashing damage.
are clad in the moldering apparel they wore when put to
rest, and carry the stench of decay.
Poison Breath (Recharge 56). The dragon exhales poisonous
gas in a 30-foot cone. Each creature in that area must make
a DC 14 Constitution saving throw, taking 42 (12d6) poison
damage on a failed save, or half as much damage on a
successful one.

The most cunning and treacherous of true dragons,


green dragons use misdirection and trickery to get the
upper hand against their enemies. A green dragon is
recognized by the crest that begins near its eyes and
continues down its spine, reaching full height just
behind the skull.

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Nonplayer Characters
This section contains statistics for various humanoid Acolytes are junior members of a clergy, usually
nonplayer characters (NPCs) that adventurers might answerable to a priest. They perform a variety of
encounter during a D&D campaign. These stat functions in a temple and are granted minor spellcasting
blocks can be used to represent both human and power by their deities.
nonhuman NPCs.

Customizing NPCs Bandit


Medium humanoid (any race), any non-lawful alignment
There are many easy ways to customize the NPCs in
this appendix for your home campaign. Armor Class 12 (leather armor)
Racial Traits. You can add racial traits to an NPC. Hit Points 11 (2d8 + 2)
For example, a halfling priest might have a speed of 25 Speed 30 ft.
feet and the Lucky trait. Adding racial traits to an NPC
doesnt alter its challenge rating. For more on racial STR DEX CON INT WIS CHA
traits, see the Players Handbook or the D&D players 11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
basic rules.
Senses passive Perception 10
Spell Swaps. One way to customize an NPC
Languages any one language (usually Common)
spellcaster is to replace one or more of its spells. You Challenge 1/8 (25 XP)
can substitute any spell on the NPCs spell list with a
different spell of the same level from the same spell list.
Swapping spells in this manner doesnt alter an NPCs Actions
challenge rating. Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Armor and Weapon Swaps. You can upgrade or target. Hit: 4 (1d6 + 1) slashing damage.
downgrade an NPCs armor, or add or switch weapons.
Adjustments to Armor Class and damage can change an Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80/320
NPCs challenge rating. ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Magic Items. The more powerful an NPC, the more Bandits rove in gangs and are sometimes led by more
likely it has one or more magic items in its possession. powerful NPCs, including spellcasters. Not all bandits
A mage, for example, might have a magic staff or wand, are evil. Oppression, drought, disease, or famine can
as well as one or more potions and scrolls. Giving an often drive otherwise honest folk to a life of banditry.
NPC a potent damage-dealing magic item could alter its
challenge rating.
A few magic items are described in this document. Berserker
Medium humanoid (any race), any chaotic alignment
Acolyte Armor Class 13 (hide armor)
Medium humanoid (any race), any alignment
Hit Points 67 (9d8 + 27)
Speed 30 ft.
Armor Class 10
Hit Points 9 (2d8)
Speed 30 ft. STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 9 (1) 11 (+0) 9 (1)
STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 14 (+2) 11 (+0) Senses passive Perception 10
Languages any one language (usually Common)
Challenge 2 (450 XP)
Skills Medicine +4, Religion +2
Senses passive Perception 12
Languages any one language (usually Common) Reckless. At the start of its turn, the berserker can gain
Challenge 1/4 (50 XP) advantage on all melee weapon attack rolls during that turn,
but attack rolls against it have advantage until the start of
Spellcasting. The acolyte is a 1st-level spellcaster. Its its next turn.
spellcasting ability is Wisdom (spell save DC 12, +4 to hit with
spell attacks). The acolyte has following cleric spells prepared:
Actions
Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Cantrips (at will): light, sacred flame, thaumaturgy target. Hit: 9 (1d12 + 3) slashing damage.
1st level (3 slots): bless, cure wounds, sanctuary
Hailing from uncivilized lands, unpredictable
Actions berserkers come together in war parties and seek
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. conflict wherever they can find it.
Hit: 2 (1d4) bludgeoning damage.

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Commoner Actions
Medium humanoid (any race), any alignment Spear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or
range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or
Armor Class 10 5 (1d8 + 1) piercing damage if used with two hands to make a
Hit Points 4 (1d8) melee attack.
Speed 30 ft.
Guards include members of a city watch, sentries
STR DEX CON INT WIS CHA in a citadel or fortified town, and the bodyguards of
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) merchants and nobles.

Senses passive Perception 10


Languages any one language (usually Common) Knight
Challenge 0 (10 XP) Medium humanoid (any race), any alignment

Armor Class 18 (plate)


Actions Hit Points 52 (8d8 + 16)
Speed 30 ft.
Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 2 (1d4) bludgeoning damage.
STR DEX CON INT WIS CHA
Commoners include peasants, serfs, slaves, servants, 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
pilgrims, merchants, artisans, and hermits.
Saving Throws Con +4, Wis +2
Senses passive Perception 10
Cultist Languages any one language (usually Common)
Medium humanoid (any race), any non-good alignment Challenge 3 (700 XP)

Armor Class 12 (leather armor)


Hit Points 9 (2d8) Brave. The knight has advantage on saving throws against
Speed 30 ft. being frightened.

STR DEX CON INT WIS CHA


Actions
11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0) Multiattack. The knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Skills Deception +2, Religion +2
target. Hit: 10 (2d6 + 3) slashing damage.
Senses passive Perception 10
Languages any one language (usually Common) Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
Challenge 1/8 (25 XP) 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1
Dark Devotion. The cultist has advantage on saving throws minute, the knight can utter a special command or warning
against being charmed or frightened. whenever a nonhostile creature that it can see within 30 feet of
it makes an attack roll or a saving throw. The creature can add
Actions a d4 to its roll provided it can hear and understand the knight.
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., one A creature can benefit from only one Leadership die at a time.
creature. Hit: 4 (1d6 + 1) slashing damage. This effect ends if the knight is incapacitated.
Cultists swear allegiance to dark powers, and often Reactions
show signs of insanity in their beliefs and practices.
Parry. The knight adds 2 to its AC against one melee attack that
would hit it. To do so, the knight must see the attacker and be
Guard wielding a melee weapon.
Medium humanoid (any race), any alignment
Knights are warriors who pledge service to rulers,
Armor Class 16 (chain shirt, shield) religious orders, and noble causes. A knights alignment
Hit Points 11 (2d8 + 2) determines the extent to which a pledge is honored.
Speed 30 ft.

STR DEX CON INT WIS CHA


13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

Skills Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/8 (25 XP)

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Mage 2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Medium humanoid (any race), any alignment
Actions
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8) Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., one target.
Speed 30 ft. Hit: 3 (1d6) bludgeoning damage.

Priests are the spiritual leaders of temples and shrines.


STR DEX CON INT WIS CHA
9 (1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)

Saving Throws Int +6, Wis +4


Thug
Medium humanoid (any race), any non-good alignment
Skills Arcana +6, History +6
Senses passive Perception 11 Armor Class 11 (leather armor)
Languages any four languages Hit Points 32 (5d8 + 10)
Challenge 6 (2,300 XP) Speed 30 ft.

Spellcasting. The mage is a 9th-level spellcaster. Its STR DEX CON INT WIS CHA
spellcasting ability is Intelligence (spell save DC 14, +6 to 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
hit with spell attacks). The mage has the following wizard
spells prepared: Skills Intimidation +2
Senses passive Perception 10
Cantrips (at will): fire bolt, light, mage hand, prestidigitation Languages any one language (usually Common)
1st level (4 slots): detect magic, mage armor, magic Challenge 1/2 (100 XP)
missile, shield
2nd level (3 slots): misty step, suggestion
3rd level (3 slots): counterspell, fireball, fly Pack Tactics. The thug has advantage on an attack roll against
4th level (3 slots): greater invisibility, ice storm a creature if at least one of the thugs allies is within 5 feet of
5th level (1 slot): cone of cold the creature and the ally isnt incapacitated.

Actions Actions
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or Multiattack. The thug makes two melee attacks.
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Mages spend their lives in the study and Hit: 5 (1d6 + 2) bludgeoning damage.
practice of magic. Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range
100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Priest Thugs are ruthless enforcers skilled at intimidation and
Medium humanoid (any race), any alignment violence. They work for money and have few scruples.
Armor Class 13 (chain shirt)
Hit Points 27 (5d8 + 5)
Speed 25 ft.

STR DEX CON INT WIS CHA


10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 13 (+1)

Skills Medicine +7, Persuasion +3, Religion +4


Senses passive Perception 13
Languages any two languages
Challenge 2 (450 XP)

Divine Eminence. As a bonus action, the priest can expend a


spell slot to cause its melee weapon attacks to magically deal
an extra 10 (3d6) radiant damage to a target on a hit. This
benefit lasts until the end of the turn. If the priest expends a
spell slot of 2nd level or higher, the extra damage increases by
1d6 for each level above 1st.
Spellcasting. The priest is a 5th-level spellcaster. Its
spellcasting ability is Wisdom (spell save DC 13, +5 to
hit with spell attacks). The priest has the following cleric
spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary

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Building Combat Encounters
When creating a combat encounter, let your imagination 2. Determine the Partys XP Threshold. For each
run wild and build something your players will enjoy. category of encounter difficulty, add up the characters
Once you have the details figured out, use this section to XP thresholds. This determines the partys XP
adjust the difficulty of the encounter. threshold. Youll end up with four totals, one for each
category of encounter difficulty.
Combat Encounter Difficulty For example, if your party includes three 3rd-level
There are four categories of encounter difficulty. characters and one 2nd-level character, the partys
Easy. An easy encounter doesnt tax the characters totaled XP thresholds would be as follows:
resources or put them in serious peril. They might lose
a few hit points, but victory is pretty much guaranteed. Easy: 275 XP (75 + 75 + 75 + 50)
Medium. A medium encounter usually has one or Medium: 550 XP (150 + 150 + 150 + 100)
two scary moments for the players, but the characters Hard: 825 XP (225 + 225 + 225 + 150)
should emerge victorious with no casualties. One or Deadly: 1,400 XP (400 + 400 + 400 + 200)
more of them might need to use healing resources.
Record the totals, because you can use them for every
Hard. A hard encounter could go badly for the
encounter in your adventure.
adventurers. Weaker characters might get taken out
3. Total the Monsters XP. Add up the XP for all of
of the fight, and theres a slim chance that one or more
the monsters in the encounter. Every monster has an XP
characters might die.
value in its stat block.
Deadly. A deadly encounter could be lethal for one or
4. Modify Total XP for Multiple Monsters. If the
more player characters. Survival often requires good
encounter includes more than one monster, apply
tactics and quick thinking, and the party risks defeat.
a multiplier to the monsters total XP. The more
monsters there are, the more attack rolls youre making
XP Thresholds by Character Level against the characters in a given round, and the more
dangerous the encounter becomes. To correctly gauge
Character Encounter Difficulty an encounters difficulty, multiply the total XP of all
Level Easy Medium Hard Deadly the monsters in the encounter by the value given in the
1st 25 50 75 100 Encounter Multipliers table.
2nd 50 100 150 200 For example, if an encounter includes four monsters
3rd 75 150 225 400 worth a total of 500 XP, you would multiply the total XP
4th 125 250 375 500 of the monsters by 2, for an adjusted value of 1,000 XP.
This adjusted value is not what the monsters are worth
5th 250 500 750 1,100
in terms of XP; the adjusted values only purpose is to
6th 300 600 900 1,400
help you accurately assess the encounters difficulty.
7th 350 750 1,100 1,700
When making this calculation, dont count any
8th 450 900 1,400 2,100 monsters whose challenge rating is significantly below
9th 550 1,100 1,600 2,400 the average challenge rating of the other monsters in the
10th 600 1,200 1,900 2,800 group unless you think the weak monsters significantly
11th 800 1,600 2,400 3,600 contribute to the difficulty of the encounter.
12th 1,000 2,000 3,000 4,500
13th 1,100 2,200 3,400 5,100 Encounter Multipliers
14th 1,250 2,500 3,800 5,700 Number of Number of
15th 1,400 2,800 4,300 6,400 Monsters Multiplier Monsters Multiplier
16th 1,600 3,200 4,800 7,200 1 1 710 2.5
17th 2,000 3,900 5,900 8,800 2 1.5 1114 3
18th 2,100 4,200 6,300 9,500 36 2 15 or more 4
19th 2,400 4,900 7,300 10,900
20th 2,800 5,700 8,500 12,700 5. Compare XP. Compare the monsters adjusted XP
value to the partys XP thresholds. The closest threshold
Evaluating Encounter Difficulty that is lower than the adjusted XP value of the monsters
Use the following method to gauge the difficulty of any determines the encounters difficulty.
combat encounter. For example, an encounter with one bugbear and
1. Determine XP Thresholds. First, determine the three hobgoblins has an adjusted XP value of 1,000,
experience point (XP) thresholds for each character in making it a hard encounter for a party of three 3rd-level
the party. The XP Thresholds by Character Level table characters and one 2nd-level character (which has
has four XP thresholds for each character level, one for a hard encounter threshold of 825 XP and a deadly
each category of encounter difficulty. Use a characters encounter threshold of 1,400 XP).
level to determine his or her XP thresholds. Repeat this
process for every character in the party.

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Challenge Rating The Adventuring Day
When putting together an encounter or adventure, especially
Assuming typical adventuring conditions and average
at lower levels, exercise caution when using monsters whose luck, most adventuring parties can handle about six
challenge rating is higher than the partys average level. Such to eight medium or hard encounters in a day. If the
a creature might deal enough damage with a single action to adventure has more easy encounters, the adventurers
take out adventurers of a lower level. For example, an ogre can get through more. If it has more deadly encounters,
has a challenge rating of 2, but it can kill a 1st-level wizard they can handle fewer.
with a single blow. In the same way you figure out the difficulty of an
encounter, you can use the XP values of monsters and
Party Size other opponents in an adventure as a guideline for how
The preceding guidelines assume that you have a party far the party is likely to progress.
consisting of three to five adventurers. For each character in the party, use the Adventuring
If the party contains fewer than three characters, Day XP table to estimate how much XP that character is
apply the next highest multiplier on the Encounter expected to earn in a day. Add together the values of all
Multipliers table. For example, apply a multiplier of party members to get a total for the partys adventuring
1.5 when the characters fight a single monster, and a day. This provides a rough estimate of the adjusted XP
multiplier of 5 for groups of fifteen or more monsters. value for encounters the party can handle before the
If the party contains six or more characters, use the characters will need to take a long rest.
next lowest multiplier on the table. Use a multiplier of
0.5 for a single monster. Adventuring Day XP
Multipart Encounters Adjusted XP per Day Adjusted XP per Day
Level per Character Level per Character
Sometimes an encounter features multiple enemies that
the party doesnt face all at once. For example, monsters 1st 300 11th 10,500
might come at the party in waves. For such encounters, 2nd 600 12th 11,500
treat each discrete part or wave as a separate encounter 3rd 1,200 13th 13,500
for the purpose of determining its difficulty. 4th 1,700 14th 15,000
A party cant benefit from a short rest between parts 5th 3,500 15th 18,000
of a multipart encounter, so they wont be able to spend 6th 4,000 16th 20,000
Hit Dice to regain hit points or recover any abilities that 7th 5,000 17th 25,000
require a short rest to regain. As a rule, if the adjusted 8th 6,000 18th 27,000
XP value for the monsters in a multipart encounter is
9th 7,500 19th 30,000
higher than one-third of the partys expected XP total
10th 9,000 20th 40,000
for the adventuring day (see The Adventuring Day,
below), the encounter is going to be tougher than the
sum of its parts.
Short Rests
In general, over the course of a full adventuring day, the
Building Encounters on a Budget party will likely need to take two short rests, about one-
You can build an encounter if you know its desired third and two-thirds of the way through the day.
difficulty. The partys XP thresholds give you an XP
budget that you can spend on monsters to build easy, Modifying Encounter Difficulty
medium, hard, and deadly encounters. Just remember An encounter can be made easier or harder based on
that groups of monsters eat up more of that budget than the choice of location and the situation.
their base XP values would indicate (see step 4). Increase the difficulty of the encounter by one step
For example, using the party from step 2, you can (from easy to medium, for example) if the characters
build a medium encounter by making sure that the have a drawback that their enemies dont. Reduce the
adjusted XP value of the monsters is at least 550 XP difficulty by one step if the characters have a benefit that
(the partys threshold for a medium encounter) and their enemies dont. Any additional benefit or drawback
no more than 825 XP (the partys threshold for a hard pushes the encounter one step in the appropriate
encounter). A single monster of challenge rating 3 (such direction. If the characters have both a benefit and a
as a manticore or owlbear) is worth 700 XP, so thats drawback, the two cancel each other out.
one possibility. If you want a pair of monsters, each Situational drawbacks include the following:
one will count for 1.5 times its base XP value. A pair of
The whole party is surprised, and the enemy isnt.
dire wolves (worth 200 XP each) have an adjusted XP
The enemy has cover, and the party doesnt.
value of 600, making them a medium encounter for the
The characters are unable to see the enemy.
party as well.
The characters are taking damage every round from
To assist with this approach, appendix B in the
some environmental effect or magical source, and the
Dungeon Masters Guide presents a list of all monsters
enemy isnt.
in the Monster Manual organized by challenge rating.
The characters are hanging from a rope, in the midst
See also the appendix to this document for a list by CR
of scaling a sheer wall or cliff, stuck to the floor, or oth-
of the monsters included here.
erwise in a situation that greatly hinders their mobility
or makes them sitting ducks.

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Situational benefits are similar to drawbacks except
that they benefit the characters instead of the enemy. Magic Items
Fun Combat Encounters Every adventure holds the promisebut not a
guaranteeof finding one or more magic items. Lost
The following features can add more fun and suspense
Mine of Phandelver contains an assortment of magic
to a combat encounter:
items that hints at the wider variety of magic items
Terrain features that pose inherent risks to both the waiting to be found in the worlds of D&D. See the
characters and their enemies, such as a frayed rope Dungeon Masters Guide for many more items.
bridge and pools of green slime
Terrain features that provide a change of eleva-
tion, such as pits, stacks of empty crates, ledges,
Using a Magic Item
and balconies A magic items description explains how the item works.
Features that either inspire or force characters and Handling a magic item is enough to give a character
their enemies to move around, such as chandeliers, a sense that something is extraordinary about the
kegs of gunpowder or oil, and whirling blade traps item. The identify spell is the fastest way to reveal an
Enemies in hard-to-reach locations or defensive posi- items properties. Alternatively, a character can focus
tions, so that characters who normally attack at range on one magic item during a short rest, while being in
are forced to move around the battlefield physical contact with the item. At the end of the rest, the
Different types of monsters working together character learns the items properties, as well as how
to use them. Potions are an exception; a little taste is
enough to tell the taster what the potion does.
Some magic items require a creature to form a bond
with them before their magical properties can be used.
This bond is called attunement, and certain items
have a prerequisite for it. If the prerequisite is a class, a
creature must be a member of that class to attune to the
item. If the prerequisite is to be a spellcaster, a creature
qualifies if it can cast at least one spell using its traits or
features, not using a magic item or the like.
Attuning to an item requires a creature to spend
a short rest focused on only that item while being in
physical contact with it (this cant be the same short rest
used to learn the items properties). This focus can take
the form of weapon practice, meditation, or some other
appropriate activity. If the short rest is interrupted, the
attunement attempt fails. Otherwise, at the end of the
short rest, the creature gains an intuitive understanding
of how to activate any magical properties of the item,
including any necessary command words.
An item can be attuned to only one creature at a time,
and a creature can be attuned to no more than three
magic items at a time. Any attempt to attune to a fourth
item fails; the creature must end its attunement to an
item first. Additionally, a creature cant attune to more
than one copy of an item. For example, a creature cant
attune to more than one ring of protection at a time.
A creatures attunement to an item ends if the creature
no longer satisfies the prerequisites for attunement, if
the item has been more than 100 feet away for at least
24 hours, if the creature dies, or if another creature
attunes to the item. A creature can also voluntarily end
attunement by spending another short rest focused on
the item, unless the item is cursed.

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Gauntlets of Ogre Power
Item Descriptions Wondrous item, uncommon (requires attunement)

Amulet of Health Your Strength score is 19 while you wear these


Wondrous item, rare (requires attunement) gauntlets. They have no effect on you if your Strength is
19 or higher without them.
Your Constitution score is 19 while you wear this
amulet. It has no effect on you if your Constitution is 19 Gloves of Swimming and Climbing
or higher without it. Wondrous item, uncommon (requires attunement)

Armor, +1, +2, or +3 While wearing these gloves, climbing and swimming
Armor (light, medium, or heavy), rare (+1), very rare (+2), dont cost you extra movement, and you gain a +5 bonus
or legendary (+3) to Strength (Athletics) checks made to climb or swim.

You have a bonus to AC while wearing this armor. The Goggles of Night
bonus is determined by its rarity. Wondrous item, uncommon

Bag of Holding While wearing these dark lenses, you have darkvision
Wondrous item, uncommon out to a range of 60 feet. If you already have darkvision,
wearing the goggles increases its range by 60 feet.
This bag has an interior space considerably larger
than its outside dimensions, roughly 2 feet in diameter Headband of Intellect
at the mouth and 4 feet deep. The bag can hold up to Wondrous item, uncommon (requires attunement)
500 pounds, not exceeding a volume of 64 cubic feet.
Your Intelligence score is 19 while you wear this
The bag weighs 15 pounds, regardless of its contents.
headband. It has no effect on you if your Intelligence is
Retrieving an item from the bag requires an action.
already 19 or higher.
If the bag is overloaded, pierced, or torn, it ruptures
and is destroyed, and its contents are scattered in the Keoghtoms Ointment
Astral Plane. If the bag is turned inside out, its contents Wondrous item, uncommon
spill forth, unharmed, but the bag must be put right
before it can be used again. Breathing creatures inside This glass jar, 3 inches in diameter, contains 1d4 + 1
the bag can survive up to a number of minutes equal doses of a thick mixture that smells faintly of aloe. The
to 10 divided by the number of creatures (minimum 1 jar and its contents weigh 1/2 pound.
minute), after which time they begin to suffocate. As an action, one dose of the ointment can be
Placing a bag of holding inside an extradimensional swallowed or applied to the skin. The creature that
space created by a Hewards handy haversack, portable receives it regains 2d8 + 2 hit points, ceases to be
hole, or similar item instantly destroys both items and poisoned, and is cured of any disease.
opens a gate to the Astral Plane. The gate originates Potion of Flying
where the one item was placed inside the other. Any
Potion, very rare
creature within 10 feet of the gate is sucked through it
to a random location on the Astral Plane. The gate then When you drink this potion, you gain a flying speed
closes. The gate is one-way only and cant be reopened. equal to your walking speed for 1 hour and can hover.
If youre in the air when the potion wears off, you fall
Boots of Striding and Springing unless you have some other means of staying aloft. This
Wondrous item, uncommon (requires attunement) potions clear liquid floats at the top of its container and
While you wear these boots, your walking speed has cloudy white impurities drifting in it.
becomes 30 feet, unless your walking speed is higher, Potion of Invisibility
and your speed isnt reduced if you are encumbered
Potion, very rare
or wearing heavy armor. In addition, you can jump
three times the normal distance, though you cant jump This potions container looks empty but feels as though
farther than your remaining movement would allow. it holds liquid. When you drink it, you become invisible
for 1 hour. Anything you wear or carry is invisible with
Cloak of Elvenkind you. The effect ends early if you attack or cast a spell.
Wondrous item, uncommon (requires attunement)
Potion of Vitality
While you wear this cloak with its hood up, Wisdom
Potion, very rare
(Perception) checks made to see you have disadvantage,
and you have advantage on Dexterity (Stealth) checks When you drink this potion, it removes any exhaustion
made to hide, as the cloaks color shifts to camouflage you are suffering and cures any disease or poison
you. Pulling the hood up or down requires an action. affecting you. For the next 24 hours, you regain the
maximum number of hit points for any Hit Die you
spend. The potions crimson liquid regularly pulses with
dull light, calling to mind a heartbeat.

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Ring of Evasion Spell Scroll
Ring, rare (requires attunement) Spell Level Rarity Save DC Attack Bonus
This ring has 3 charges, and it regains 1d3 expended Cantrip Common 13 +5
charges daily at dawn. When you fail a Dexterity saving 1st Common 13 +5
throw while wearing it, you can use your reaction 2nd Uncommon 13 +5
to expend 1 of its charges to succeed on that saving 3rd Uncommon 15 +7
throw instead. 4th Rare 15 +7
Ring of Protection 5th Rare 17 +9
Ring, rare (requires attunement) 6th Very rare 17 +9
7th Very rare 18 +10
You gain a +1 bonus to AC and saving throws while
8th Very rare 18 +10
wearing this ring.
9th Legendary 19 +11
Ring of Resistance
Ring, rare (requires attunement) A wizard spell on a spell scroll can be copied just
You have resistance to one damage type while wearing as spells in spellbooks can be copied. When a spell is
this ring. The gem in the ring indicates the type, which copied from a spell scroll, the copier must succeed on
the DM chooses or determines randomly. an Intelligence (Arcana) check with a DC equal to 10
+ the spells level. If the check succeeds, the spell is
d10 Damage Type Gem successfully copied. Whether the check succeeds or
1 Acid Pearl fails, the spell scroll is destroyed.
2 Cold Tourmaline
Wand of Magic Detection
3 Fire Garnet
Wand, uncommon
4 Force Sapphire
This wand has 3 charges. While holding it, you can
5 Lightning Citrine
expend 1 charge as an action to cast the detect magic
6 Necrotic Jet
spell from it. The wand regains 1d3 expended charges
7 Poison Amethyst
daily at dawn.
8 Psychic Jade
9 Radiant Topaz Wand of Magic Missiles
10 Thunder Spinel Wand, uncommon
While you hold this wand, you can use an action to
Spell Scroll expend 1 to 3 of its 7 charges to cast the magic missile
Scroll, varies spell without using any components. For 1 charge, you
A spell scroll bears the words of a single spell, written cast the spell as if you used a 1st-level spell slot, and you
in a mystical cipher. If the spell is on your classs spell increase the spell slot level by one for each additional
list, you can read the scroll and cast its spell without charge you spend.
providing any material components. Otherwise, the The wand regains 1d6 + 1 expended charges each day
scroll is unintelligible. Casting the spell by reading the at dawn. However, if you expend the wands last charge,
scroll requires the spells normal casting time. Once roll a d20. On a 1, the wand crumbles into ashes and
the spell is cast, the words on the scroll fade, and it is destroyed.
crumbles to dust. If the casting is interrupted, the scroll
is not lost. Weapon, +1, +2, or +3
If the spell is on your classs spell list but of a higher Weapon (any), uncommon (+1), rare (+2), or very rare (+3)
level than you can normally cast, you must make an You have a bonus to attack and damage rolls made with
ability check using your spellcasting ability to determine this magic weapon. The bonus is determined by the
whether you cast it successfully. The DC equals 10 + the weapons rarity.
spells level. On a failed check, the spell disappears from
the scroll with no other effect.
Once the spell is cast, the words on the scroll fade,
and the scroll itself crumbles to dust.
The level of the spell on the scroll determines the
spells saving throw DC and attack bonus, as well as the
scrolls rarity, as shown in the Spell Scroll table.

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Appendix: Monsters by Challenge Rating
This index organizes the monsters in this document by Challenge 1/4 (50 XP)
challenge rating. Acolyte
Axe beak
Challenge 0 (010 XP)
Blink dog
Awakened shrub
Boar
Baboon
Constrictor snake
Badger
Draft horse
Bat
Elk
Cat
Flying sword
Commoner
Giant badger
Crab
Giant bat
Deer
Giant centipede
Eagle
Giant frog
Frog
Giant lizard
Giant fire beetle
Giant owl
Goat
Giant poisonous snake
Hawk
Giant wolf spider
Hyena
Goblin
Jackal
Panther
Lizard
Pteranodon
Octopus
Riding horse
Owl
Skeleton
Quipper
Swarm of bats
Rat
Swarm of rats
Raven
Swarm of ravens
Scorpion
Wolf
Sea horse
Zombie
Spider
Vulture Challenge 1/2 (100 XP)
Weasel Ape
Black bear
Challenge 1/8 (25 XP)
Cockatrice
Bandit
Crocodile
Blood hawk
Giant goat
Camel
Giant sea horse
Cultist
Giant wasp
Flying snake
Gnoll
Giant crab
Hobgoblin
Giant rat
Lizardfolk
Giant weasel
Orc
Guard
Reef shark
Kobold
Satyr
Mastiff
Swarm of insects
Merfolk
Thug
Mule
Warhorse
Poisonous snake
Worg
Pony
Stirge
Twig blight

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Challenge 1 (200 XP) Mummy
Animated armor Owlbear
Brown bear Phase spider
Bugbear Spectator
Death dog Werewolf
Dire wolf Wight
Ghoul Winter wolf
Giant eagle Yeti
Giant hyena
Challenge 4 (1,100 XP)
Giant octopus
Banshee
Giant spider
Elephant
Giant toad
Flameskull
Giant vulture
Ghost
Harpy
Hippogriff Challenge 5 (1,800 XP)
Lion
Air elemental
Swarm of quippers
Earth elemental
Tiger
Fire elemental
Challenge 2 (450 XP) Flesh golem
Giant crocodile
Allosaurus
Giant shark
Awakened tree
Hill giant
Berserker
Triceratops
Centaur
Troll
Gargoyle
Water elemental
Giant boar
Giant constrictor snake Challenge 6 (2,300 XP)
Giant elk
Chimera
Grick
Cyclops
Griffon
Mage
Hunter shark
Mammoth
Nothic
Medusa
Ochre jelly
Wyvern
Ogre
Pegasus Challenge 7 (2,900 XP)
Plesiosaurus Giant ape
Polar bear
Priest Challenge 8 (3,900 XP)
Rhinoceros Frost giant
Saber-toothed tiger Hydra
Swarm of poisonous snakes Tyrannosaurus rex
Young green dragon
Challenge 3 (700 XP)
Ankylosaurus Challenge 9 (5,000 XP)
Basilisk Fire giant
Doppelganger
Giant scorpion Challenge 10 (5,900 XP)
Hell hound Stone golem
Killer whale
Challenge 17 (18,000 XP)
Knight
Manticore Adult red dragon
Minotaur

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What Comes Next?
aving delved into the depths of
character creation, its time to consider
your next steps. The fun of D&D is in
playing the game, not just making up
characters (though thats fun, too).
The Starter Set is a great next step if you want to try
your hand at being a Dungeon Master and introduce
your friends to the game. If you dont know any DMs, try
taking on that role yourself. The Starter Set is the best
place to begin your journey.
The Players Handbook is your essential guide to Bring your games to life with a suite of enhancements
additional races, classes, backgrounds, and other from a robust set of player and DM digital tools to
customization options such as feats and multiclassing. accessories like miniatures, vinyl mats, campaign maps,
Youll also find more than two hundred extra spells and clothing, and more.
a beautiful array of art depicting elements of D&D. It isnt always possible to gather a regular gaming
The Monster Manual describes the most important group. In such situations, Dungeons & Dragons
monsters in the Dungeons & Dragons universe. The board games present an ideal casual play experience.
manual is aimed at DMs, but its also a useful reference Youll also find a variety of digital games that offer
for players. a D&D experience across Mac, PC, tablets, and
The Dungeon Masters Guide is the ultimate tome mobile devices.
of DM lore. It includes magic items, optional rules,
and guidelines for creating everything from a simple
dungeon to an entire cosmos for your campaign.
Each year brings the publication of new D&D
adventures. These scenarios and campaigns are the Level up your D&D game by visiting
perfect way to try your hand at running a D&D game DungeonsandDragons.com
with a minimum of work.
Looking for a regular D&D game or prefer dropping in to see the suite of
when you have time? Check the Store and Event Locator Dungeons & Dragons offerings.
on our website to see if your local game store is running
events such as D&D Encounters or D&D Expeditions.

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